Reply 2200 of 2235, by RetroGC
To be removed, as duplicated.
To be removed, as duplicated.
Falcosoft wrote on 2025-05-31, 09:03:Be aware that in the world of module files every number is hexadecimal. So your ' B21' command means jump to pattern 33 in decimal. I do not think pattern 33 exists in the first song...
Ah ok, concerning this, I'll convert with calc. Thank you.
Aldo
RetroGC wrote on 2025-05-31, 08:59:Here is my modded mod with openmpt. Original mod balance is correct while here it's completely unbalanced to the right.
Aldo
Hi,
This modified version of your MOD works perfectly with the previous version of Mod2Midi (in the original 6.5 release).
New versions of OpenMPT internally scales the panning values of old module files by 2 (0x20 becomes 0x40, 0x60 becomes 0xC0 etc.) when it imports these files. So it basically converts the full valid panning range to 0x00 - 0xFF.
But it seems in old module files the valid panning range is only half of this : 0x00 - 0x80.
I have an old version of MPT that does not do this and in its help file you can find the following info:
Set Panning (MOD/XM: 8xx, S3M/IT: Xxy)
This commands sets the pan position of the current channel. In XM/IT, the value ranges from 00 (left) to FF (right). In MOD/S3M, the value ranges from 00 (left) to 80 (right). If the value is A4 (In MOD/S3M), the command sets the channel panning as Surround.
But in the help file of newer MPT versions you can only find this:
8xx Set Panning — Sets the current channel's panning position. Ranges from 00h (left) to FFh (right).
I attach the old version of MPT that does not do the panning conversion so it does work with the newest version of Mod2Midi but to be honest I do not know how to handle this situation...
Thaaaaaaank You!
Downloaded, created a dir: OpenMPT_ModEditor, tested and working with the latest Mod2Midi.
I'll use this for Mod Editing before importing MOD inside your software to create and record Midi Files with Loop. To my ear I've a better starting point compared to OpenMPT (despite I'll continue to use openMPT without interpolation too, to record some tracks twice because some tracks really sounds different).
If it would be possible I would like to ask you something about ramping too, and if there's a way to make some editing (somewhere?) to prevent clicks and pops adjusting ramping value. Inside Ironseed OST, maybe for low definition, there's a lot of position where I've some click and pops and I'm solving this manually using Isozope RX De-Click, nut maybe a recording without that issue would save to me a lot of time.
Really thank you for help. I really appreciate your effort.
Aldo
RetroGC wrote on 2025-05-31, 12:13:Thaaaaaaank You! […]
Thaaaaaaank You!
Downloaded, created a dir: OpenMPT_ModEditor, tested and working with the latest Mod2Midi.
I'll use this for Mod Editing before importing MOD inside your software to create and record Midi Files with Loop. To my ear I've a better starting point compared to OpenMPT (despite I'll continue to use openMPT without interpolation too, to record some tracks twice because some tracks really sounds different).If it would be possible I would like to ask you something about ramping too, and if there's a way to make some editing (somewhere?) to prevent clicks and pops adjusting ramping value. Inside Ironseed OST, maybe for low definition, there's a lot of position where I've some click and pops and I'm solving this manually using Isozope RX De-Click, nut maybe a recording without that issue would save to me a lot of time.
Really thank you for help. I really appreciate your effort.
Aldo
I'm sorry Aldo, but no.
As I said earlier Mod2Midi is in maintenance mode. I'm willing to fix minor problems but your request is not a minor one.
To be honest I do not even understand how you want to do fine sample related adjustments with a console application...
If you already use OpenMPT there is no better place for such editing than OpenMPT. The correct way to fix sample related problems is fixing them in the source MOD file itself.
Falcosoft wrote on 2025-05-30, 22:29:Dexed is VST3 only. Midi Player can only host VST2 plugins natively. But of course Midi Player can work with the Dexed 'standalo […]
Dexed is VST3 only. Midi Player can only host VST2 plugins natively. But of course Midi Player can work with the Dexed 'standalone application' with the help of a virtual Midi cable.
But you should not expect the Dexed plugin to play normal Midi files properly. The plugin is not GM/GS/XG compatible.
The biggest problem is that the plugin is not multi-timbral meaning it can only play 1 instrument at once (on all channels).
Moreover it can only store 32 instruments at once (even GM requires at least 128).Overall this plugin is not for gaming or Midi file playback. It is for a DAW to create your own tunes.
Thank you for the answer. I did not know about those Dexed details. Mentioned because i saw an adaptation of Space Harrier theme on Dexed, and it was very impressive.
In that case, and in the related "(...)gaming or Midi file playback(...)" category, how about this:
https://github.com/jariseon/amame?tab=readme-ov-file
Scrolling down, we can see a rather good looking Yamaha FB-01 OSD, and the readme does mention VST2 plugin. This one would be nice if it worked/adapted to Falcosoft, as in combination with Munt, Virtual Sound Canvas and Yamaha S-YXG VSTs would cover a lot of bases for gaming. Although the FB-01 is a bit niche and only supported by Sierra titles it's still a worthy addition considering it can replace the scarcity of the IBM Music Feature Card. Brandon Blume (user MusicallyInspired here on VOGONS) will add FB-01 / IMFC support for the recently released Betrayed Alliance SCI0 game.
carlostex wrote on 2025-05-31, 17:22:Thank you for the answer. I did not know about those Dexed details. Mentioned because i saw an adaptation of Space Harrier theme […]
Falcosoft wrote on 2025-05-30, 22:29:Dexed is VST3 only. Midi Player can only host VST2 plugins natively. But of course Midi Player can work with the Dexed 'standalo […]
Dexed is VST3 only. Midi Player can only host VST2 plugins natively. But of course Midi Player can work with the Dexed 'standalone application' with the help of a virtual Midi cable.
But you should not expect the Dexed plugin to play normal Midi files properly. The plugin is not GM/GS/XG compatible.
The biggest problem is that the plugin is not multi-timbral meaning it can only play 1 instrument at once (on all channels).
Moreover it can only store 32 instruments at once (even GM requires at least 128).Overall this plugin is not for gaming or Midi file playback. It is for a DAW to create your own tunes.
Thank you for the answer. I did not know about those Dexed details. Mentioned because i saw an adaptation of Space Harrier theme on Dexed, and it was very impressive.
In that case, and in the related "(...)gaming or Midi file playback(...)" category, how about this:
https://github.com/jariseon/amame?tab=readme-ov-file
Scrolling down, we can see a rather good looking Yamaha FB-01 OSD, and the readme does mention VST2 plugin. This one would be nice if it worked/adapted to Falcosoft, as in combination with Munt, Virtual Sound Canvas and Yamaha S-YXG VSTs would cover a lot of bases for gaming. Although the FB-01 is a bit niche and only supported by Sierra titles it's still a worthy addition considering it can replace the scarcity of the IBM Music Feature Card. Brandon Blume (user MusicallyInspired here on VOGONS) will add FB-01 / IMFC support for the recently released Betrayed Alliance SCI0 game.
Hi,
I cannot find any releases or build instructions on the linked repository. Currently I do not have the time and mood for further investigations.
If you are interested you have to find the VST2 release for yourself.
Falcosoft wrote on 2025-05-31, 18:56:Hi,
I cannot find any releases or build instructions on the linked repository. Currently I do not have the time and mood for further investigations.
If you are interested you have to find the VST2 release for yourself.
That's what i thought, i couldn't find anything there either, like a proper DLL. The readme and the claim about VSTs are very vague and probably would require various extra steps that i have no idea about. It could be the case it was just me, but if you didn't either it is a sign that it is not so simple.
Falcosoft wrote on 2025-05-31, 12:49:I'm sorry Aldo, but no. As I said earlier Mod2Midi is in maintenance mode. I'm willing to fix minor problems but your request is […]
I'm sorry Aldo, but no.
As I said earlier Mod2Midi is in maintenance mode. I'm willing to fix minor problems but your request is not a minor one.
To be honest I do not even understand how you want to do fine sample related adjustments with a console application...
If you already use OpenMPT there is no better place for such editing than OpenMPT. The correct way to fix sample related problems is fixing them in the source MOD file itself.
HI, I've to admit you're right. For example a music which is terribly affected with this problem inside IronSeed OST is 06-ICON.mod, expecially track 2 and 5. As sample loop, in each loop you can hear a click (I tryied to adjust a little the loop so that original sample was fine while testing but during playback problems persist, (maybe because of the pitch changing and it's not ramping related). I think this could make clear the kind of problems existing in some tracks. Btw I think I'm going to de-click everything manually.
HI,
sorry for bothering, I would like to ask some info about Sinc interpolation.
I'm doing some recording and comparison with OpenMpt 1.32 (and here I'm using all the different windowing function possibilities of the 8-tap Sinc filter (without low-pass): Hann, Hamming, Blackman Exact, Blackman 3-Tap 61, Blackman 3-Tap 67, Blackman-Harris, Blackman 4-Tap 74, Kaiser α=7.5. I usually prefear Blackman Exact).
I've noticed this differences (marked in red), and Initially i was thinking it was related to chorus and reverb, so I've setted them to 0 but that waweform's characteristic remain similar. I'll attach a couple of foto to have your opinion. Maybe reverb and chorus are not completely deactivated?
Thank you.
Aldo
I'm sorry but I do not exactly understand what you are talking about. To tell you the truth Ian at un4seen.com knows much more about the implementation of sinc interpolation in Bassmidi.
Falcosoft wrote on 2025-06-07, 16:02:I'm sorry but I do not exactly understand what you are talking about. To tell you the truth Ian at un4seen.com knows much more about the implementation of sinc interpolation in Bassmidi.
Yes, indeed I think this is related to interpolation. But as there's huge differences because in the other's methods I've used inside OpenMpt there's almost nothing visible in this song from 10kHz to 20kHz ) that's the differences marked ni red) I was wondering if could be something else too.
P.S.: It could be usefull, too, together with "volume","Balance", "Bass","Treble" to have a stereo separation (to merge a few L/R specially when using Amiga Module). It would be great.
Aldo
Off topic:
Please, read this and help me 😀
x86 microarchitecture benchmark (MandelX)
Hi,
Sorry for bothering again. This is just to have a small, if this could be possible, explanation concerning complex, 16 channels mod files and panning.
I'm working on Age of Wonders OST (and on Track 2, while making tons of comparison on rendered channels), I've noticed that exporting with OpenMPT (with stereo separation 50% and 100%) output almost remain the same and is near mono, (I mean averall centered). [I've analized channel 6 of this track which contains a choir and then a pan flute] With falcosoft and Mod2midi converted mod.
With falcosoft, I've choir almost centered while pan flute is decentered to the left) while in the OpenMPT rendered version even panflute sounds remain exatly at the center. [I've used both mod2midi release and behaviour remain the same].
I'll attach the track.
Thank you for your analysis.
Aldo
RetroGC wrote on 2025-06-19, 10:33:Hi, […]
Hi,
Sorry for bothering again. This is just to have a small, if this could be possible, explanation concerning complex, 16 channels mod files and panning.
I'm working on Age of Wonders OST (and on Track 2, while making tons of comparison on rendered channels), I've noticed that exporting with OpenMPT (with stereo separation 50% and 100%) output almost remain the same and is near mono, (I mean averall centered). [I've analized channel 6 of this track which contains a choir and then a pan flute] With falcosoft and Mod2midi converted mod.
With falcosoft, I've choir almost centered while pan flute is decentered to the left) while in the OpenMPT rendered version even panflute sounds remain exatly at the center. [I've used both mod2midi release and behaviour remain the same].
I'll attach the track.
Thank you for your analysis.
Aldo
Hi,
OK, it's fixed now. It was because of panning was set in your file at the sample level but the value was not scaled properly (32 at sample level means center).
The instrument at channel 6 was also wrong from about 1.04 because of a subtle bug. This is also fixed now.
I have also added heuristics to determine if 7 or 8 bit panning is used in MOD files (this is related to your previous panning problem when you had to handle the situation with an older version of mpt).
Thank you. I'm going to download and try it 😀
Falcosoft wrote on 2025-06-19, 15:46:The instrument at channel 6 was also wrong from about 1.04 because of a subtle bug. This is also fixed now. I have also added heuristics to determine if 7 or 8 bit panning is used in MOD files (this is related to your previous panning problem when you had to handle the situation with an older version of mpt).
What was it about? Maybe some sort of "click"?
Thank you again.
Aldo
RetroGC wrote on 2025-06-19, 20:39:Thank you. I'm going to download and try it :) […]
Thank you. I'm going to download and try it 😀
Falcosoft wrote on 2025-06-19, 15:46:The instrument at channel 6 was also wrong from about 1.04 because of a subtle bug. This is also fixed now. I have also added heuristics to determine if 7 or 8 bit panning is used in MOD files (this is related to your previous panning problem when you had to handle the situation with an older version of mpt).
What was it about? Maybe some sort of "click"?
Thank you again.
Aldo
No. When your attached IT file was played back by FSMP at about 1.04 the instrument at channel 6 fell back to bank 0 which is the default GM/GS bank not the right real time loaded SF2.
This happened because the IT file referenced a non-existing sample/instrument (program 17). In such a situation (when 'Use Patch Info for Capital Tone Fallback' or 'Use Bank LSB' mode is enabled) Bassmidi falls back to bank 0 and does not return back. So the channel is stuck at the wrong bank.
Falcosoft wrote on 2025-06-19, 21:35:No. When your attached IT file was played back by FSMP at about 1.04 the instrument at channel 6 fell back to bank 0 which is the default GM/GS bank not the right real time loaded SF2.
Understood. For example if you listen to at track 15 soloed, from minute 2:45 you can easily listen what I'm talking about. I think that kind of "click" is generated from looped samples (not at all note/frequencies btw). In this case, even with declicker I've I'm not able to solve so i'm using eq with high pass filter. Thank you.
Hi Zoltan )
This again I ) I thinked , waht if integrate in your FSMP plugin libopenmpt legacy version ? I think what this can solve more problem with tracker files )
because available files such whitch this , and whitch file play with problems
Roland User wrote on 2025-06-29, 15:14:Hi Zoltan )
This again I ) I thinked , waht if integrate in your FSMP plugin libopenmpt legacy version ? I think what this can solve more problem with tracker files )
because available files such whitch this , and whitch file play with problems
Libopenmpt cannot make Midi + SF2 files that can be played back by Midi Player. Libopenmpt is perfect to play back module files natively. But the point of mod2midi (and Midi Player's mod playback functionality) is to convert and then play back module files as converted Midi + SF2 files. This conversion is not an easy one and Libopenmpt cannot do this better than mod2midi. It can only export basic (and this way useless) Midi files where you have to assign the instruments manually using an existing SF2 file since Libopenmpt does not make SF2 files during the export...