Previous step : http://www.cpcwiki.eu/forum/programming/mortal-kombat-scr-overscan-mode-0/msg155320/#msg155320
Binary : http://www.pouet.net/prod.php?which=75278
Hi,
I succeed in running a background sound, but used "Tom&Jerry - Sudoku - Theme 1.sks" from Arkos Tracker 2's /songs/STarKos directory, I just used it about "performance test".
I have 8KB free for sound (grimware sks.player.asm is deployed at &2000-&2FFF, and sound (bin from SKS (using STarKos 1.2's "GS" command tool)) at &3000-&3FFF.
I tryed to convert a Mortal Kombat XM soundtrack to SKS, but doesn't found any way, have you got some tips ?
I found some xm by here :
http://milkytracker.titandemo.org/downloads/ (Zindozs sound tracker player)
https://modarchive.org/index.php?request=view_by_moduleid&query=154974 aceman_-_mortal_combat.xm
https://modarchive.org/index.php?request=view_by_moduleid&query=52132 mktheme.it
What about using 7th Reality's (zx demo) excellent MK remixes?
https://www.youtube.com/watch?v=e3Jqql1X6cU
I do have the chiptunes in .VTX format, if you fancy giving them a try.
There is no converter from XM to SKS! You *could* maybe convert the XM to MOD, then import it to Arkos Tracker 2, then replace the sample with FM sounds. But I never found a converter from XM to MOD.
And of course, you'd have to use Arkos Tracker 2 player (I'm the author of AT2 and STarkos), which I advise you to do :) .
Hi Targhan (my hero - btw I loved the green climax by Sucres en Morceaux with our sound background !)
I found a xm to mod converter named "xm2med" on unix (med seems author name of mod), not tryed yet.
But how to export/convert to SKS/or BIN from Arkos Tracker 2, it's still in alpha version ? Got some beta things to make me test ? I read all the website doc, but misunderstood all this new export formats (.AKG,.AKY,.AKL,AKR : what can I do with all theses promisefull files format ?)
j'ai pas tout pigé ^^'
.med is the file format of the OctaMED-tracker on Amigaaaaaahhh.
Quote from: villain on 21:34, 10 March 18
.med is the file format of the OctaMED-tracker on Amigaaaaaahhh.
my poor toolchain :picard:
https://en.wikipedia.org/wiki/Mod_Archive (https://en.wikipedia.org/wiki/Mod_Archive)
https://modarchive.org/index.php?request=search&query=mortal+kombat&submit=Find&search_type=filename_or_songtitle (https://modarchive.org/index.php?request=search&query=mortal+kombat&submit=Find&search_type=filename_or_songtitle) (a lot of MK .mod)
mk_bo.mod is quite good :)
https://www.youtube.com/watch?v=6JB2GtHeekc (https://www.youtube.com/watch?v=6JB2GtHeekc)
Si je pouvais avoir un "Au nom de la paix".... ce serait top :)
https://www.youtube.com/watch?v=mLpvF-VnSX0
Hey, this conversion tool you use is really nice! So now you have some raw music in AT2.
If you want to play "FM" sounds (that is, the ones a CPC naturally produces), you have to replace all these samples with "normal" instruments. This must of course be done manually inside AT2. Delete the instruments one by one and create the matching FM instruments.
Once you have a CPC-sounding music, you can export it to AKG, AKY or Lightweight. Which one to choose? It depends on what you want to do! For a demo, use AKY (faster but more memory consuming). AKG is a balance between memory/speed. Lightweight takes less memory, but it also manages less effects, so your song may suffer from it.
8kb is enough for one song, depending of its length. If you have more than one, forget about the AKY I guess. But make some tests! Also, you can use Subsongs to share instruments between them, sparing memory.
Let's see AKG then, I'm currently assembling a game based on vsync(), no more as done on currents demos ^^'
https://www.youtube.com/watch?v=VTL5f4tuQRw (https://www.youtube.com/watch?v=VTL5f4tuQRw)
random bots used for calibration of game. WIP (it is not a release yet).
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%233_test/jdvpa3_combat2.dsk (https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%233_test/jdvpa3_combat2.dsk)
N : new 2 players game (the main objective here)
B : new 1 player game against sub zero
V : new 1 player game against liu kang
C : computer vs computer
joysticks only.
sks2000.bin is load at &2000
sudo3000.bin is load at &3000
&4000 is busy by GFX
so .sks converted to .bin shall have here a max of 4KB (not 8KB ^^), some enough crazy to make one ?
The Spectrum AY version of the "Mortal Kombat" movie theme (by The Immortals) is available to download here (http://abrimaal.pro-e.pl/ayon/scene/scene_zx/)!
Converting it to .ayc isn't all that difficult!
I do realise http://www.pouet.net/prod.php?which=75855 (as THSF 2018 festival is coming prompty (next month))
I'm currently reading Fast Tracker 2 tutorial, and found that some Effect does speed up/down tracks. I do understand that CPC cannot implement all Fast Tracker 2 effects : somes has to be calibrated by a human.
I really don't understand what you're trying to achieve. Any import into AT2 is approximate and will result in you correcting things. It is normal, XM/MOD do not target the same hardware.
But if I were you, I would either:
- Ask a musician to do the conversion.
- Do it myself, it's probably faster than going through all your conversion phases, which will induce errors.
Realise update 16/04/2018 http://www.pouet.net/prod.php?which=75855 - same download link
* a defense cannot break a defense...
* a broken attack cannot damage...
New realise 25/04/2018 :
* mode 1 (4 colors)
* calibration of contact area
* some animations recentered
* some animations reparametered for a best global render
* Sub-Zero doesn't move while waiting (Liu Kang does)
* Lui Kang does relax when he wins
http://www.youtube.com/watch?v=B7CQ_szGkyM
http://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/jdvpa4_combat2.dsk
btw, found that :)
http://www.youtube.com/watch?v=CUBAKk64FS8
Ok, last week before the event, and game seems nice calibred and colored, I'll try a simple export .bin from "Arkos Tracker 2" of a not hurting much .mod and then try to play it simply using grimware official.sks.player.1.2.zip WinAPE routine (knowing that slowing/speed up feeling result is normal for a CPC into convertion (not all Fast Tracker II effects (damn where are the authors of it now ??? ) theses are sure not rendable into CPC - without a certain human purpose -)
Hmm, watch out, Arkos Tracker 2 has its own player (included to its package), the exported music is NOT compatible with the "official.sks.player.1.2.zip", which reads STarKos music! It is not the same software (but it is the same author :)). Use one or the other, but stick to its dedicated music player.
If you decide to use AT2, and are worried about the speed of the player, you can use the AKY format, which is the fastest, but takes also more memory. Check out the AT2 website in my signature to read more about the three players available in AT2, and which one to choose. If you don't know, simply choose the "generic (AKG)".
Ho, I see know some of them, like on C:\Arkos Tracker 2\players\playerAkg\sources\PlayerAkg.asm
Is there a sample of one 'A to Z' running fully then on WinAPE ?
I'll try it tomorrow :)
There isn't much to do to play music. Check the testers in the "testers" folder, you will understand how it works.
However, Winape will probably NOT be able to assemble the player: its assembler is too limited. Either use SJasmPlus or Rasm. If you really want to use Winape, first generate the binary with Rasm/SJasmPlus, then use "incbin" in Winape to include the player. You will just have to make a "call player + 0" for initialization (with the right parameter, once again, check the testers) and "call player + 3" to play one frame of the song.
http://www.youtube.com/watch?v=aApCBmRdeb0 (http://www.youtube.com/watch?v=aApCBmRdeb0)
Got a mod candidate
Here I do run original mk_bo.mod https://modarchive.org/index.php?request=view_by_moduleid&query=52118 (https://modarchive.org/index.php?request=view_by_moduleid&query=52118) with milkytracker and then arrange it to get only 3 channels, export then, and... reload it using milkytracker (at this step, already a strange lost of quality) : see attached file mk_bo-3voies-4cut.mod
Then I do load it with Arkos Tracker 2 alpha. A second range of quality lost but it is quite fine for me. Enough to try going further :)
I choose AKY as export. But do result on a very very small file...
I'll start to test the AKY hello world (testers/) right now...
Errr... Are you aware that the you try to play SAMPLES on CPC? Only a specific MOD player can do that. It will be ready for the next version, but it takes 100% on the CPU. You can NOT use it for a game.
The AKG format will play soundchip. Not samples. You have converted your original song so that AT2 can read it. This is the first step. Now you have to get rid of ALL the sample instruments, and use FM instrument instead. THEN, you can export to AKG and you will be able to play the song on a real CPC.
You say the AKG export is very small. This is normal, because AKG does not manage any samples! So no Instruments were exported. Anyway, once you have created your FM instruments, the song will not be much heavier. Which is great, it means the format is well optimized :).
http://www.youtube.com/watch?v=cHFjSUQ0nSY (http://www.youtube.com/watch?v=cHFjSUQ0nSY)
Just a try using Solarium.sks FM instruments instead (bad octave, my poor ears... but timing is still OK)
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/musique/MK2-Solarium.aks
Test of PlayerAkgTester_CPC.asm using RASM + WinAPE
I copy rasm.exe into C:\Arkos Tracker 2\players\playerAkg\sources\tester and I just drop on it the "PlayerAkgTester_CPC.asm" file, a new file called rasmoutput.bin appears.
I write a "PlayerAkgTester_CPC-WinAPE.asm" text file with this content, on still the same folder :
org #1000
run $
incbin "rasmoutput.bin"
; offset,lenght
;save "akg1000.bin",&1000,&4000
I do launch WinAPE, F3, open "PlayerAkgTester_CPC-WinAPE.asm", F9, OK... music is playing :)
[attach=1]
Importing mk_bo-3voies-4cut.mod first note G-4 became note E-6 :-\
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/musique/mk_bo.mod
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/musique/mk_bo-3voies-4cut.mod
https://github.com/renaudhelias/RubikCubePaletteCPC/tree/master/JDVPA%234_test/musique (*.aki) - Solarium instruments
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/musique/MK2-Solarium.aks
https://www.youtube.com/watch?v=kmj63W91qPs
I downloaded your MODs and put them in ModPlug Tracker: they are also on octave 6, just like AT2. There is a small bug in AT2 indeed the note should be G instead of E, this has been corrected but not release yet. However, this shouldn't be a problem. Either let the song this way, or transpose it manually (a bit tedious), or transpose the tracks via the transpose icon in the Linker.
However, why you try to use instruments from a song to another, which has nothing to do with it, I do not understand. Simply recreate simple instruments to "sound" like the ones of the original song, and it will sound like a real song!
Quote from: Targhan on 12:07, 29 April 18
However, why you try to use instruments from a song to another, which has nothing to do with it, I do not understand. Simply recreate simple instruments to "sound" like the ones of the original song, and it will sound like a real song!
MK is using normal simple sound (first 2 tracks) (sinus), and then bass normal simple sound comes on a second channel (channel with the same note filling all step of track) (sinus), at track 5 a drums track is added (channel with 2 alternative notes) - I don't find yet an instrument for this last one.
In original, I don't ear drums, but an organ
https://www.youtube.com/watch?v=yE8-Obc11gs
Why do you rely on a video for this? Your source is a MOD! Simply listen to each sound in MilkyTracker/ModPlug Tracker (or even Arkos Tracker, since the import works) and create their FM counterpart on Arkos Tracker. Replace the sound one by one, then, when all the samples are replaced with FM instruments, you will be able to export to AKG successfully.
Note: it may have been faster to ask a musician to convert the song :) .
Quote from: Targhan on 16:04, 29 April 18
Why do you rely on a video for this? Your source is a MOD!
"Original mod" itself is using bad instruments (mk_bo.mod) around 5th track (drums instead of organs)
?? But it does not matter. What matters is the instrument that YOU create instead.
Have you succeed to play sound effect with Arkos 2 on your project ?
QuoteHave you succeed to play sound effect with Arkos 2 on your project ?
Haven't you? Any problem?
Always problem with FX, i have also tested with AKL here :
http://www.cpcwiki.eu/forum/programming/(cpctelera)-help-needed-for-converted-arkos-player-2/10/ (http://www.cpcwiki.eu/forum/programming/(cpctelera)-help-needed-for-converted-arkos-player-2/10/)
and Fx seems broken.
Today i tried the solution RASM binary compiled, all works for music and once again FX are wrong.
It seems my assembly seems to be corrected converted but integration with C (SDCC) seems to have problem, but i haven't idea why.
Quote from: Arnaud on 15:37, 01 May 18
Have you succeed to play sound effect with Arkos 2 on your project ?
Yes
https://github.com/renaudhelias/RubikCubePaletteCPC/tree/master/JDVPA%234_test (https://github.com/renaudhelias/RubikCubePaletteCPC/tree/master/JDVPA%234_test)
combat2e.c jdvpa4_combat2.dsk (run"combat2e)
PLY_AKG_MANAGE_SOUND_EFFECTS : 1
;Hooks for external calls. Can be removed if not needed.
jp PLY_AKG_Init ;PLY_AKG_Start + 0.
jp PLY_AKG_Play ;PLY_AKG_Start + 3.
jp PLY_AKG_Stop ;PLY_AKG_Start + 6.
jp PLY_AKG_InitSoundEffects ;+9
jp PLY_AKG_PlaySoundEffect ;+C
void cpct_akp_musicInit()
{
__asm
;; backup Z80 state
push af
push bc
push de
push hl
push ix
push iy
exx
ex af, af'
push af
push bc
push de
push hl
; sks2000.bin/exemple.asm
; ld de,#0x3000
; call #0x2000
; agk2000.bin/PlayerAkgTester_CPC.asm
ld hl,#0x3000
xor a ;Subsong 0.
call #0x2000
; PLY_AKG_InitSoundEffects
ld hl,#0x2D20
call #0x2009
;; restore Z80 state
pop hl
pop de
pop bc
pop af
ex af, af'
exx
pop iy
pop ix
pop hl
pop de
pop bc
pop af
__endasm;
}
void cpct_akp_musicPlay()
{
__asm
;; backup Z80 state
push af
push bc
push de
push hl
push ix
push iy
exx
ex af, af'
push af
push bc
push de
push hl
; sks2000.bin/exemple.asm
call #0x2003
;; restore Z80 state
pop hl
pop de
pop bc
pop af
ex af, af'
exx
pop iy
pop ix
pop hl
pop de
pop bc
pop af
__endasm;
}
void cpct_akp_sfxPlay()
{
__asm
;; backup Z80 state
push af
push bc
push de
push hl
push ix
push iy
exx
ex af, af'
push af
push bc
push de
push hl
; PLY_AKG_PlaySoundEffect
ld c,#0 ;Channel 1.
ld a,#1 ;The selected sound effect (>=1).
ld b,#0 ;Full volume.
call #0x200C
;; restore Z80 state
pop hl
pop de
pop bc
pop af
ex af, af'
exx
pop iy
pop ix
pop hl
pop de
pop bc
pop af
__endasm;
}
(still the http://norecess.cpcscene.net/using-interrupts.html (http://norecess.cpcscene.net/using-interrupts.html) formula to backup/restore Z80 state)
cpct_akp_sfxPlay() is launched when you want inside source code (when I've got damages during a fight I launch it)
cpct_akp_musicPlay() is launched one time per vsync()
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/PlayerAkg2000.asm (https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/PlayerAkg2000.asm) => akx2000.bin (using rasm.exe)
still mk3000.bin (mk3000.akg) as music (still bad octave (but I have to test OpenMPT one time https://wiki.openmpt.org/Manual:_Keyboard_Actions (https://wiki.openmpt.org/Manual:_Keyboard_Actions) : "Data Entry -1"/"Data Entry Down (Coarse)"))
akx2D20.bin (akx2D20.akx) with 3 "quickly own made" instruments (remark : you can select octave when you export into .akx from Arkos Tracker 2) :
if you change
ld a,#1 ;The selected sound effect (>=1).
into
ld a,#3 ;The selected sound effect (>=1).
you result a quick beep instead of a KRRR (noise)
As akx2000.bin has a constant size and akx is small I put akx2D20.bin just after end of akx2000.bin :)
Mmmh, so is everything all right? The fact that there is a beep instead of a KRRR, do you suppose it is a bug from my player? Should I investigate?
Quote from: Targhan on 13:00, 03 May 18
Mmmh, so is everything all right? The fact that there is a beep instead of a KRRR, do you suppose it is a bug from my player? Should I investigate?
It's all right, It's me that enabled noise on first FX instrument.
Many, many, MANY apologies to DMA-SC! However, here's a very quick conversion of the "mk-bo.mod" (while watching "Would I Lie To You" on DAVE) on my own 6128 (still slightly smoking at the back) done just now!
EDIT: On reflection, I still think you should consider using one of the Spectrum .pt3 versions of the movie theme... or... if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
Quote from: SuTeKH/Epyteor on 20:52, 03 May 18
Many, many, MANY apologies to DMA-SC! However, here's a very quick conversion of the "mk-bo.mod" (while watching "Would I Lie To You" on DAVE) on my own 6128 (still slightly smoking at the back) done just now!
EDIT: On reflection, I still think you should consider using one of the Spectrum .pt3 versions of the movie theme... or... if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
Yeah !
http://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/jdvpa4_combat2.dsk (http://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/jdvpa4_combat2.dsk)
run"combat2
https://www.youtube.com/watch?v=TS-aJh2ZASk
PLEASE NOTE:
Original Mortal Kombat Theme written by Lords of Acid (Maurice Engelen & Olivier Adams)
Amiga .mod file conversion by DMA-Sc.
Lazy Amstrad .sks conversion by SuTeKH/Epyteor
Quote from: SuTeKH/Epyteor on 20:52, 03 May 18
if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
Would be nice adding two MODE 1 levels each with a special palette ink :
* Johnny Cage vs Scorpion, with "Living Forest background" (from MK2)
* Sonya Blade vs Kano, with "Courtyard background" (from MK)
perhaps at THSF 2019 :)
There are a couple of "mock-up" C64 MK images floating around the internet.
Sub Zero Vs Scorpion (C64) (http://users.atw.hu/oli76/rajz/c64/k3e_mortalkombat.png)
MODE 0 would be perfect for a CPC version, in my view. Lots of colours, full-on detail, some h/w scrolling and Scorpion burning Sub Zero (as it should be!) Sampling "GET OVER HERE!" shouldn't be too difficult, either!
A fully-working MK game on the CPC; it would re-ignite the SF2 vs MK feud!
Both games on the Amstrad would be amazing! ^_^
https://vimeo.com/269414280 some CPC at THSF 2018 8)
@3:00 Ikari Warrior (Phantomz 2 players 2 joystick) - without sound <3
@5:25 Barbarian (Phantomz 2 players 2 joystick) - sound only <3