Nov 12, 2006, 02:07 AM | |
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Is there a way to convert .wav files into any format readable for JJ2? I tried ModPlug Player but it converted short 23 sec file into 3.60MB .s3m file, and Jazz2 crashed. I`m sure i`m doing something wrong, because Deadlock.xm (my fav) plays 4 min and 19 sec and it`s only 493 KB. I need to convert my GBA .wav music files into 2MB or smaller.
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Nov 12, 2006, 03:09 AM | |
Wav. files, MP3's and any related media will not work with JJ2 and the conversion to a suitable module type (.mod, .xm, .s3m, .it) is too hard to be worth it. That's because MP3's and Module files store the music in two different ways:
- wav's and MP3's store the sound itself, they're like recordings. Because of that, a lot of details have to be stored, and that's what makes the file so large. - modules and MIDI's are like sheet music. They're not recordings, rather they tell the computer to play "this tone" on "this instrument" on "this spot". MIDI's and modules differ in that modules have the instruments called "samples" built into the file. The combination of sheet music and built in instruments bring the file size down considerably. Module into MP3 is a no-brainer, but MP3 into module is... practically undoable. What ModPlug Tracker basically does is convert the .WAV into one gigantic sample: one JJ2 can't handle. Fortunately, some artists have created their own interpretations of the music found in games, some have even managed to recreate the exact music from scratch. ![]() - JelZe GoldRabbit =:3 |
Nov 12, 2006, 09:09 AM | |
however, GBA music is so simple it'd be probably easy to convert it to mod files(!)
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Nov 12, 2006, 12:38 PM | |
Do what Erik said, convert them into mods.
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Nov 12, 2006, 01:54 PM | ||
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On the flip side, the tune is generally simple enough that someone with the relevant skills could recreate it by hand with a decent tracker and a good collection of samples. |
Nov 13, 2006, 09:21 AM | ||
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Nov 13, 2006, 02:40 PM | |||
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Nov 13, 2006, 08:57 PM | ||
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Nov 14, 2006, 04:42 AM | |
"very unlikely" != "never". RTFP.
I see no techincal reason why a gameboy (classic or advance) game could not use a module-based system. However, all the ones I've seen, especially ones written for the original gameboy, synthesize the music using (IIRC) two tone generators, a noise generator, and a 4-bit 16-sample channel that doesn't quite work for streaming. |
Nov 14, 2006, 06:46 AM | |
NO
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Nov 14, 2006, 07:04 AM | |
There is actually a program to convert music from a GBA rom, but don't ask me how it works (it's in Japanese.) Also, you'd still need to re-sequence it yourself because sometimes samples aren't in tune, etc. etc. Basically the same reasons why you can't use Modplug to convert Jazz 1 songs to MIDI.
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Nov 14, 2006, 11:37 AM | ||
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I need a bit more than just "no" to work out what you mean. |
Nov 14, 2006, 09:44 PM | |
I can't quite make out itself what I tried to say in that message either, sorry
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Nov 18, 2006, 12:44 AM | |
*Sigh*. Can someone explain how to convert it to .mod properly, because when it comes to music convertion I`m an idiot :P . By the way: I mean this file http://www.megaupload.com/?d=Z5G4TBTP
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Nov 18, 2006, 03:12 AM | |
Simply put: you can't. As explained before modules use the "sheet music" principle, the music you linked to is just a recording. Ever tried mimicking a recording with just your mind? That's something MODPlug Tracker can't do.
You can't convert it, but you can reconstruct it from the ground up. All you'd need to find is the sheet music itself (or at least memorise how the melody goes) and some samples to play with. ![]() - JelZe GoldRabbit =:3 |
Nov 19, 2006, 12:32 AM | |
gratz
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