Converting MOD

Discuss classic and favorite computer or console games here.

Would Converting MOD to other format be cool or Not?

Poll ended at Sat Aug 06, 2016 22:20

Cool
8
80%
NOT
2
20%
 
Total votes: 10

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Levellass
S-Triazine
Posts: 5013
Joined: Tue Sep 23, 2008 6:40

Re: Converting MOD

Post by Levellass » Thu Feb 23, 2017 11:37

Aaah I remember trying to convert MOD to PSM and IT formats.. good times.
What you really need, not what you think you ought to want.

Batteryman
Vortininja
Posts: 40
Joined: Sat Sep 14, 2013 9:52

Re: Converting Terminal Velocity Music

Post by Batteryman » Fri Feb 24, 2017 19:08

Batteryman wrote:
Tue Feb 14, 2017 18:56
I'm thinking of going a step up, i'm writing my own program to extract note data from MOD files,
Some coding update i can so far extract data like

Title name
Instrument Names
Instrument Sample Length ,
Instrument SampleLengthByte Pointer "This is useful for decode data after this pointer"
Instrument Sample Fine Tune , 4 Bit

Also it seems that MOD file use Motorola Byte , so i have to convert numbers too Intel Byte Order, to make anything useful,
That conversion is also ready.

I have too do a few stuff yet, in order to decode actually musical notes to midi tracks :-|

Batteryman
Vortininja
Posts: 40
Joined: Sat Sep 14, 2013 9:52

Re: Converting Terminal Velocity Music

Post by Batteryman » Sun Feb 26, 2017 0:20

Batteryman wrote:
Fri Feb 24, 2017 19:08
Batteryman wrote:
Tue Feb 14, 2017 18:56
I'm thinking of going a step up, i'm writing my own program to extract note data from MOD files,
Some coding update i can so far extract data like

Title name
Instrument Names
Instrument Sample Length ,
Instrument SampleLengthByte Pointer "This is useful for decode data after this pointer"
Instrument Sample Fine Tune , 4 Bit

Also it seems that MOD file use Motorola Byte , so i have to convert numbers too Intel Byte Order, to make anything useful,
That conversion is also ready.

I have too do a few stuff yet, in order to decode actually musical notes to midi tracks :-|

I'v been doing some more stuff on my App
You can see a screenshot as proof here :
https://goo.gl/RivXcl

Batteryman
Vortininja
Posts: 40
Joined: Sat Sep 14, 2013 9:52

Programming my own Tool, if no one can, do it yourself..

Post by Batteryman » Fri Mar 03, 2017 16:24

I'v added Magic number identification and done finishing sample rate calculation

After 600 lines of codes
Now i can start to actually try too decode pattern and musical note data

i do also plan to add sample dumper, so you can store them to wav files with correct loop parameters

Batteryman
Vortininja
Posts: 40
Joined: Sat Sep 14, 2013 9:52

Re: Programming my own Tool, if no one can, do it yourself..

Post by Batteryman » Fri Mar 17, 2017 18:43

Batteryman wrote:
Fri Mar 03, 2017 16:24
I'v added Magic number identification and done finishing sample rate calculation

After 600 lines of codes
Now i can start to actually try too decode pattern and musical note data

i do also plan to add sample dumper, so you can store them to wav files with correct loop parameters
I'v hit 1003 lines of codes, and a bunch of enum, if someone knows what that is

At first my plan was to build a tool that work for Protracker, but i have made my code so it could extend to other formats.
But my goal stands still, that is a tool that preparing tracker music to be worked on in DAW, for remixing or converting with less pain

Batteryman
Vortininja
Posts: 40
Joined: Sat Sep 14, 2013 9:52

Programming my own Tool, MOD music

Post by Batteryman » Tue Mar 28, 2017 21:00

1251 lines of codes, and a lot of declarations later:

I'v managed to implement a general way to decode Pro Tracker a.k.a mod
also all music data, such as period, effects and controls event is now converted to text
in this Example Format/Signature : Cb3 01 E1 9 C 00

This will allow a text interpreter like Regex / Regular expression,
to do nifty stuff since all events follows exactly 11 bytes.

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