On Sun, Jul 15, 2001 at 05:08:49PM -0400, Ravi wrote:
> Hmm, I didn't know there were multiple versions. Could you give me the
> names of a couple games in both versions?

Not quite multiple versions per se, but older games only have 48
instruments, while newer ones have a second block of 48 instruments
deliniated by the 0xABCD after the first block.   LSL2 has only 48,
while SQ3 has all 96, for example.
 
> Indeed, but this should (I think) be limited to fields that aren't actually
> operator specific. The alrogithm field, for example, is a channel setting
> that only needs to be included once. The second operator stores other data,
> but I haven't probed that too deeply. I'd be happy to take another look
> when I have the time (probably next weekend).

For example, the second operator has freqmod values of 0x06, 0x26, 0x3e,
and 0xf6, well outside the 4-bits that it actually uses.  Similarly, the
feedback value ranges all the way up to 0x0f.  

Interestingly enough, things actually sound better if I flip the
operators.  It sounds like the carrier's correct, but the modulator is
wrong.  (or it the other way around?  My ears are almost bleeding after
a couple of days at this..)

Also, we have 96 (or 48) instruments; how do they map to the
original midi instruments?  there doesn't seem to be any kind of index
in the patch.  So it's statically mapped.  On a per-version or per-game
basis?

(I need to give your opl3 driver a shot, but have I mentioned I'm
 morally opposed to GMIDI over a fm synth?)

 - Pizza
-- 
Solomon Peachy                                    pizzaATfucktheusers.org
I ain't broke, but I'm badly bent.                           ICQ# 1318344
Patience comes to those who wait.
    ...It's not "Beanbag Love", it's a "Transanimate Relationship"...

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