On the other hand you probably can't map psg, scc and music over a single midi port !Why not?
Usually you'd have psg+scc (3+5 channels) or psg+music (3+9 channels), so you'd have a maximum of 12 channels in parallel -- fits perfectly on one midi port. You could then even separate the psg's noise channel and still have 3 midi channels unused.
"FM-Stereo" (FM-Pac + Music Module + PSG == 9+9+3 == 21 channels) is another thing though...
Ohh man, you guys really don't know where you talking about, as i told before, good luck !
as far as I know, a feature like that already exists in openMSX. (search for the on screen display sound chip keyboard thingy)
Didn't know that, if i understand well your message OpenMSX is >ALREADY< able to log Psg/Scc/Fm songs to a midifile ?
Did anyone here already used this feature succesfuly ?
On top of that, I bet j-war doesn't need that anyhoo as the original tunes will be game tunes using just psg, msx music and/or scc... That just fits fine...
True, only game tunes
After a chat with Quibus, it turns out there's no .mid exporter (yet?).
There is the music keyboard script, which anyone could have fun with to adapt... It currently knows the note, volume and channel of several sound chips at each frame. You could write that data to a file (it is now used to update that OSD music keyboard), that could already be useful.
Have fun!
OMG i will have fun for sure ! Btw do you have " Write music tune data to a file with OpenMSX for dummies " ?
It's a black & yellow'ish book...
Usually you'd have psg+scc (3+5 channels) or psg+music (3+9 channels), so you'd have a maximum of 12 channels in parallel -- fits perfectly on one midi port. You could then even separate the psg's noise channel and still have 3 midi channels unused.
"FM-Stereo" (FM-Pac + Music Module + PSG == 9+9+3 == 21 channels) is another thing though...
Ohh man, you guys really don't know where you talking about, as i told before, good luck !
Then please enlighten us, instead of being a prick
Splitting psg sound and psg noise is indeed not that easy but requieres some work.
Concerning SCC, it's very hard to get accurates values, Konami did a very good job on there game.
For instance using one channel to host multiple sound.
There's also many trick to do but we can definitely reach some success.
My point is that we shouldn't consider the final result as usable but instead as a start for a better work.
Being a Prick ???, sins when has this site become a place for scolding ???
It's just that some guys just won't seems the read anymore or want to learn anymore but just keep jelling their idealized idea's
Nevertheless about my last reaction, i wasn't talking about channels but about maximum throughput of data on a single MIDI port !
It's only 31250 bits per second or 3125 Bytes per second.
A single key on and key off will take 6 Bytes so not a lot of notes per second left.
Still you have to handle all of the instrument changes, modulation, volume and controller settings and you will find out that you will run out of bandwidth before you know it !
Don't forget that software that is written for sound processors will manipulate the sound processor with a lot of data, just to get more out of the simple chip.
just add more midi ports and some decent serial controller chips
it's all in the design, man.
The bottom line of this particular thread is that J-War (and me too for that matter) don't need a MIDI cable or any other physical MIDI device, as we work in-the-box. In fact, for what we would use it, note on/off and program change (as a reference for FM-PAC) is enough, we don't need extensive controlling, mod wheel, pitch bend, after touch, whatnot. Probably we don't even need the drums (let alone composite FM-PAC drums split up into all the 5 components).. just the pitched instruments!