does anyone have some cool explosions PSG samples (Development Foros MSX)MSX Resource Center MSXdev 2008 - MSX1 development bonanza!           
                       
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Development - does anyone have some cool explosions PSG samples

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does anyone have some cool explosions PSG samples

norakomi
msx professional
Mensajes: 861
Publicado: Mayo 27 2006, 21:31   
Hi

Im looking for some cool explosions to put in my game.
3 PSG channels and the noise channels.

Any format is good, (SEE or whatever)

?????
Shiru
msx lover
Mensajes: 115
Publicado: Junio 07 2006, 17:44   
You can try to use my program (windows): http://trd.speccy.cz/pcutilz/AYFX04.ZIP

It's cross-editor for AY one-channel sound effects for ZX Spectrum, but maybe you can use this for MSX. I think, there can be small problems with AY clock (in ZX its =1.75mhz) and interrupt freq (50hz), but this not very important for noise sfx.

Program not very advanced at this moment, i'm continue work on it, and can add something, if it's needed for MSX.

By the now, documentation available only in russian, because i'm not good in english (as you can see). I can translate important moments (effect format, e.t.c.), if it's needed.
norakomi
msx professional
Mensajes: 861
Publicado: Junio 08 2006, 10:21   
Cool
Thanx man
How did you convert all those sound effects? Did you manualy remade them using only your ears ?

This is an explosion.
Could you explain a bit how this works?
I mean, what notes, what frequencies what channels are used?
Eventually I want to rebuild this in SEE (sound effects editor)

thanx !!
ro
msx guru
Mensajes: 2320
Publicado: Junio 08 2006, 10:46   
Did you visit http://www.thefuzz.nl and checked the download database?
you'll find zillion FX there for SEE
Else I'm willing to create s'm for ya, did many sfx (all Umax games, Fuzzy logic stuff and for Bombaman)
Shiru
msx lover
Mensajes: 115
Publicado: Junio 08 2006, 13:31   
Quote:

Cool
Thanx man
How did you convert all those sound effects? Did you manualy remade them using only your ears ?



No. First, I made some import functions in editor - they take misc. emulator's sound log files (such a PSG, there stored values for PSG registers). Second, it's about how i take that MSX sound effects (into /sfxcollection/zxmsxgames/ folder) - many years ago somebody make series of musical demonstration for ZX, with music and sounds ripped from MSX games. So, i just logged sound output from that demos in ZX emulator, and then import it in my editor.

Unfortunatelly, i can't found any good MSX emulator with PSG registers logging function (they mostly have only WAV logging). So i mainly import effects from ZX games. Later i plan to add import from some other formats, like VGM (Sega Master System, with some convertions from SN76489 to AY/YM); and improve WAV importer (freq. detection).

Quote:

This is an explosion.
Could you explain a bit how this works?
I mean, what notes, what frequencies what channels are used?
Eventually I want to rebuild this in SEE (sound effects editor)



All effects in editor are one-channel, they can play on any (A/B/C) channel of PSG. Example of replayer (in /z80player/ folder, see file ayfxplay.a80 as text file) can play up to 3 effects simultaneity (noise channel shared between all three channels).

In editor field columns are:

Pos is a number of current frame (1/50th second);
T/N is a PSG mixer flags for channel (enable Tone, enable Noise);
Per and Period is a tone freq. divider (1.75mhz divided by that value, and produce tone; smaller value mean higher tone);
Ns and Noise is a noise freq. divider;
V and Volume is a volume for current frame.

Per and Period; Ns and Noise; V and Volume - just numberic and graphical presentation of same values. All numbers in editor is a hexdecimal.
Sonic_aka_T

msx guru
Mensajes: 2262
Publicado: Junio 08 2006, 19:29   
Quote:

Unfortunatelly, i can't found any good MSX emulator with PSG registers logging function (they mostly have only WAV logging). So i mainly import effects from ZX games. Later i plan to add import from some other formats, like VGM (Sega Master System, with some convertions from SN76489 to AY/YM); and improve WAV importer (freq. detection).

I think RuMSX has that feature. I remember using it to rip the zoooooooooomchaching sound from Metal Gear some years back. I'm pretty sure it was RuMSX, but if not there definately is an emu that can do this trick. All it does is dump all the PSG data in a log file, but that seems to be what you're looking for.
Edwin
msx professional
Mensajes: 598
Publicado: Junio 08 2006, 19:41   
You can patch the source to openmsx to do that in a minute. Probably other emus as well.
manuel
msx guru
Mensajes: 3382
Publicado: Junio 08 2006, 20:57   
You can probably also make a simple TCL script that does this for you in openMSX. No patching needed
Edwin
msx professional
Mensajes: 598
Publicado: Junio 08 2006, 21:01   
I chose the easier solution
Shiru
msx lover
Mensajes: 115
Publicado: Junio 08 2006, 21:09   
Quote:

I think RuMSX has that feature.


Maybe something wrong with my eyes, but i can't find any sound logging in this emu, even .wav

Yes, for easy import i need log with PSG data, not rendered sound.

Quote:

You can patch the source to openmsx to do that in a minute. Probably other emus as well.


Yes, i can. But i think it take some more time than minute for me, so first i plan improve editor itself, and add importers for standart formats.
ro
msx guru
Mensajes: 2320
Publicado: Junio 08 2006, 21:37   
Quote:

Quote:

Unfortunatelly, i can't found any good MSX emulator with PSG registers logging function (they mostly have only WAV logging). So i mainly import effects from ZX games. Later i plan to add import from some other formats, like VGM (Sega Master System, with some convertions from SN76489 to AY/YM); and improve WAV importer (freq. detection).

I think RuMSX has that feature. I remember using it to rip the zoooooooooomchaching sound from Metal Gear some years back. I'm pretty sure it was RuMSX, but if not there definately is an emu that can do this trick. All it does is dump all the PSG data in a log file, but that seems to be what you're looking for.


pff, load SEE and open the METALGEAR SEE file and viola... already there dude....
manuel
msx guru
Mensajes: 3382
Publicado: Junio 08 2006, 21:49   
heheh, well I asked our local TCL guru Wouter and he came up with this nifty script:

set __psg_log_file -1
set __psg_log_count 0

proc start_psg_log { {filename "psg.log"} } {
	global __psg_log_file __psg_log_count
	set __psg_log_file [open $filename {WRONLY TRUNC CREAT}]
	set __psg_log_count 0
	__do_psg_log
	return ""
}

proc stop_psg_log {} {
	global __psg_log_file
	close $__psg_log_file
	set __psg_log_file -1
	return ""
}

proc __do_psg_log {} {
	global __psg_log_file __psg_log_count
	if {$__psg_log_file == -1} return
	puts -nonewline $__psg_log_file "$__psg_log_count : "
	incr __psg_log_count
	for {set i 0} {$i < 14} {incr i} {
		puts -nonewline $__psg_log_file "[debug read "PSG regs" $i] "
	}
	puts $__psg_log_file ""  ;#newline
	after frame __do_psg_log
}


Put this in a file named "psglog.tcl" and put it in your openMSX scripts directory (share/scripts).

Usage:

start_psg_log [<filename>]     

to start recording to <filename>, if unspecified it will end up in psg.log.

To stop:
stop_psg_log


It will put the values of the registers in a text file every frame (so at 50 or 60 Hz), like this:

0 : 85 0 0 0 0 0 0 184 0 0 0 11 0 0
1 : 85 0 0 0 0 0 0 184 0 0 0 11 0 0
2 : 85 0 0 0 0 0 0 184 0 0 0 11 0 0

etc.

Note from Wouter:

This logger won't capture all possible PSG effects (like PSG samples) but for music and simple sound effects it should be ok.
Shiru
msx lover
Mensajes: 115
Publicado: Junio 08 2006, 22:35   
manuel, wow, that's great

Is it possible to make output in standart binary *.psg format (used in emulators like x128, very-very old version of fMSX, Z80Stealth and some other)?

Header:

+0 4 Signature #50 #53 #47 #1A ('PSG' and byte #1A)
+4 1 Version number
+5 1 Interrupts freq. (50/60)
+6 10 Unused

Note: only signature is necessary, many emulators just fill other bytes by zero.

Data stream:

#00..#FC - register number, followed by data byte (value for that register)
#FD - EOF (usually not used in real logs)
#FE - number of interrupts (followed byte with number of interrupts/4, usually not used)
#FF - single interrupt

I absolutely zero in TCL, and can't make such exporter by myself (or it's take much time to understand). With such format as i described above import will be easy, and possible with current version of my editor.

If it's not possible to make such logger, then i add importer from text log in next version of editor.

Quote:

This logger won't capture all possible PSG effects (like PSG samples) but for music and simple sound effects it should be ok.


Yes, and thats exactly that i need for import.
manuel
msx guru
Mensajes: 3382
Publicado: Junio 08 2006, 23:09   
well, this shouldn't be difficult for TCL coders. Anyway, does it log all 16 registers or only the first 14, which are sound related?
Shiru
msx lover
Mensajes: 115
Publicado: Junio 08 2006, 23:24   
Log can contain any registers from 0 to 252; importer in my editor ignore all registers above 10 (because envelope not used). So, it's no problem, if log will contain all 16 registers, but really necessary only first 11. In purposes of replaying .psg logfile in programs like AY Emulator it's better to store all 14 registers, of course.
 
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