VOGONS


Yamaha S-YXG50 and DB50XG

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Reply 80 of 106, by DonutKing

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cheers man 😀

ANd thanks rfnangel for those transport tycoon songs... I played WAY to much of that game when I was a kid... can still remember all those songs 🤣. Another old DOS game with awesome music 😀

If you are squeamish, don't prod the beach rubble.

Reply 81 of 106, by rfnagel

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DonutKing wrote:

Lee Jackson is seriously one of the best game music composers ever 😀 He actually composed his music using a Gravis Ultrasound, unlike Bobby Prince who used a sound canvas.

Heh, I never knew that... cool 😀

I like him a bit better than Prince, but some of his stuff is too heavy for me (e.g. the musiv from Xenophage).

Anyhoo, I don't suppose anyone would have any idea as to what MIDI module/hardware/tone generator that he used for the audio track on the Duke Nukem 3D Plutonium Pack CD (I think it's also on the Atomic CD)?

That audio track is an extended version of Grabbag, and is extremely cool sounding 😀 Heh, I even emailed him eons ago about possibly providing the MIDI file of the extended version that he used for the audio track, but unfortunately he replied that it was long-since lost. Damned shame, it sounds great (at least the audio track on the CD, that is).

Rich ¥Weeds¥ Nagel
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Reply 82 of 106, by rfnagel

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DonutKing wrote:

ANd thanks rfnangel for those transport tycoon songs... I played WAY to much of that game when I was a kid... can still remember all those songs 🤣. Another old DOS game with awesome music 😀

Yer welcome 😀 Heh, I played that game to death back in the day, and always loved the music. John Broomhall is definitely one helluva composer 😀

I recorded those MP3s from my MIDI hardware way back when, and the forum (and newsgroups) that I was in (TT related) were quite impressed. This, back when almost everyone had either nothing but FM synth, or the Micro$lop softsynth in WinDoZe. My MP3s let them shine in all of their glory 😀

Never did finish recording all of them though, but had many requests by folks to do so.

Rich ¥Weeds¥ Nagel
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Reply 83 of 106, by SquallStrife

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Sorry guys!

www.youtube.com/watch?v=l4pSKgFhnzk

It was on a GUS, not an XG DB.

😢

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Reply 84 of 106, by rfnagel

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SquallStrife wrote:

It was on a GUS, not an XG DB.

Thanks for the info... man, the old GUS was something else, wasn't it? 😀

Rich ¥Weeds¥ Nagel
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Reply 85 of 106, by DonutKing

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Yeah GUS was awesome... definitely my favourite sound device for ROTT 😀

My favourite song from ROTT is Havana Smooth so if you see a good remix of that post it up 😀

I remember reading an interview with Lee Jackson who said that song was basically a Drum & Bugle corps song, and apparently George Broussard hated Drum and Bugle corps... Jackson somehow managed to sneak it past him 😀

If you are squeamish, don't prod the beach rubble.

Reply 86 of 106, by rfnagel

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Not sure what device they recorded it from, but I found this on YouTube -> www.youtube.com/watch?v=h1jDm_UqAnk . Heh, dunno if I'd call it Drum and Bugle Corps, sounds quite Cubana/Salsa-ish to me <grin>, which I like 😀

Rich ¥Weeds¥ Nagel
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Reply 87 of 106, by SquallStrife

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So I just ordered an XR385 off eBay, but I don't have any PCI cards with wavetable headers. A Vortex2 was suggested in my "100Mhz FSB" thread, so I'm keeping my eyes open for one of those at the right price.

In the mean time, I stumbled on this:

soundprogramming.net/electronics_refere ... ard_pinout

Has anyone ever built a cable to simply plug a DB into the MIDI port?

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Reply 88 of 106, by rfnagel

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SquallStrife wrote:

In the mean time, I stumbled on this:

soundprogramming.net/electronics_refere ... ard_pinout

Has anyone ever built a cable to simply plug a DB into the MIDI port?

It's a little more than simply hooking it up to a cable, but there have been a few people who have designed/constructed some homebrew external boxes to house a wavetable daughterboard 😀

Here's a thread detailing a homebrew project -> queststudios.com/smf/index.php/topic,2211.0.html , and here's a pic of a retail box -> www.miditemp.com/images/doxboxhr.jpg .

Here's a thread here at VOGONS on the subject -> www.vogons.org/viewtopic.php?t=21647 , and here is the product page for the pic linked above -> miditemp.de/miditempinhalt/soundmodule/ ... c13407.php .

Rich ¥Weeds¥ Nagel
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Reply 89 of 106, by SquallStrife

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Cheers for the links.

It looks like all the supporting circuitry is there so you can run the board outside the PC.

If you were to use the board inside the PC, you could just tap +5, +12 and -12 from the PSU.

After that, it looks like just a single wire from the DB header's "MIDI IN" pin to the gameport's pin 12...

Interesting, because I have a few PCI sound cards with MIDI out, but no DB header...

Edit: Just going back over this thread, it looks like gerwin has already done exactly what I wanted to do...

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Reply 90 of 106, by rfnagel

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SquallStrife wrote:

After that, it looks like just a single wire from the DB header's "MIDI IN" pin to the gameport's pin 12...

I think you'ld still have to use the opti-coupler that's shown in several of those schematics, in order to isolate the daughterboard from the MIDI In/Out of the sound card's gameport.

Rich ¥Weeds¥ Nagel
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Reply 91 of 106, by gerwin

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If you use the PC's Power supply like me, there will be no need for an opto coupler. Electrically it is like the Daughterboard is directly mounted on the soundcard, only the position has changed.

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 92 of 106, by rfnagel

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gerwin wrote:

If you use the PC's Power supply like me, there will be no need for an opto coupler. Electrically it is like the Daughterboard is directly mounted on the soundcard, only the position has changed.

Hmmm... interesting indeed, I never knew that before. Makes for some further thinking about (easily) mounting my old WB1 in my current rig 😀

The SBLive even has an onboard connector for the relatively obscure "Live! Drive", which among other things has direct connections for various audio INs and OUTs, as well as MIDI IN and OUT 😀

(edit)

-=-=-=-=-=-=-=-=-=-

AUD_EXT Connector Pin Assignments

Pin Name Description
--- ---- -----------
1 VCC +5V power supply
2 VCC +5V power supply
3 GND Ground
4 AC97CLK 24.5 MHz clock output
5 GND Ground
6 GP_SPDIFIN#2 SPDIF input signal
7 GND Ground
8 GND Ground
9 SPDIFO#3 SPDIF Out signal
10 GPO1 General Purpose Output #1
11 GPO2 General Purpose Output #2
12 GND Ground
13 GPO0 General Purpose Output #0
14 GND Ground
15 GP_SPDIFIN1 SPDIF Input signal
16 GND Ground
17 SPDIFO#0 SPDIF Out signal

18 GND Ground
19 SPDIFO#1 SPDIF Out signal
20 GND Ground
21 GND Ground
22 SPDIFO#2 SPDIF Out signal
23 GPI0 Digital Input (GP Input 0; Reserved)
24 GPI1 Digital Input, (GP Input 1; Reserved)
25 OUTMIDI MIDI Output
26 GND Ground
27 INMIDI MIDI Input
28 GND Ground
29 KEY
30 KEY
31 ADCSDO2 I2S audio data input.
32 GND Ground
33 ADCSDO1 I2S audio data input.
34 GND Ground
35 ADCSDO0 I2S audio data input.
36 GND Ground
37 I2SCLK I2S serial bit clock.

38 GND Ground
39 I2SFS Frame sync.
40 GND Ground

-=-=-=-=-=-=-=-=-=-

WAVE_BLASTER connector pin assignments

Pin Description
--- -----------
1 Digital Ground
2 NC
3 Digital Ground
4 MIDI Output
5 Digital Ground
Show last 24 lines
6    VCC +5v
7 Digital Ground
8 MIDI Input
9 Digital Ground
10 VCC +5v
11 Digital Ground
12 NC
13 NC
14 VCC +5v
15 Analog Ground
16 NC
17 Analog Ground
18 +12v
19 Analog Ground
20 Line In: Left
21 Analog Ground
22 -12v
23 Analog Ground
24 Line In: Right
25 Analog Ground
26 ResetB

-=-=-=-=-=-=-=-=-=-

Rich ¥Weeds¥ Nagel
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Reply 93 of 106, by gerwin

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Even if the SB-Live did not have a pin for midi-out, one can just trace the midi-out anywhere on the soundcard (like from the gameport) and solder a pin to the soundcard. It is as simple as that, I modified a few soundcards that way: they have a little pin on the backside/internal-side of the gameport now.

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 94 of 106, by SquallStrife

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rfnagel: If you check out the schematics from those links you gave me, the DIN MIDI input is opto-isolated, but the gameport input is not.

Cheers for the info about that previously useless header on the SB Live, I think that's about perfect for what I need!

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Reply 95 of 106, by rfnagel

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I don't suppose anyone would know what he is refering to on this web page -> members.chello.at/theodor.lauppert/games/sc-gm.htm ?

Yamaha's XG standard was not widely embraced by game developers. The only games I currently know to support XG are Quake II (with a third-party patch) ---snip---

Without me having to dig up my old Q2 CD <grin>, wasn't Quake II's music streamed Redbook audio from the CD (and not MIDI, meaning that a Yamaha XG patch wouldn't make any sense)?

If my memory is fading (wouldn't be the first time), and the Q2 music was indeed MIDI, would anyone know of what is this third-party patch that he's refering to?

Rich ¥Weeds¥ Nagel
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Reply 98 of 106, by rfnagel

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I just sent an email to the creator of that site asking him about the patch. Hopefully he'll reply, and be able to shed some light on the subject.

Rich ¥Weeds¥ Nagel
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Reply 99 of 106, by rfnagel

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Just got a reply back from him... sort of what I thought, a mistake/typo:

Frankly, I've no idea. I added that bit in June 2005, nearly six years ago.

You're of course absolutely right that Quake II has Redbook audio so this statement doesn't make much sense. I'll simply remove it.

Oh well.. was hoping to find another "XG-ified" game (like FF7), but I guess not.

Rich ¥Weeds¥ Nagel
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