Amiga MOD Packers Described - Game Music Creator Described
Anim ripped from Digital Illusion's MotorHead
Yeah :) at least in HTML format !.
Anim ripped from Digital Illusion's MotorHead




  Format name : Game Music Creator
Created by : Andreas Tadic (1989)

Sources :
*
"GMC.Knight_Of_The_Sky" sent by Gryzor (thx!)

  • This format is based on OOOOOOLLD SoundTracker format. Read through all this description ... for the effect command numbers for example :)



  • The following is repeated 15 times
    with 16 bytes description for one sample
    OFFSET
    SIZE (bytes)
    COMMENT
    0
    4
    6
    7
    8
    Ch
    Eh
    4
    2
    1
    1
    4
    2
    2
    - ?!? probably some address..
    - Sample size / 2
    - ?!? $00
    - Volume (0 - 40h)
    - ?!? probably some address..
    - Loop Size
    - ? probably Loop Start
  • The loop size is NOT /2 in the example file Gryzor sent me ... but when creating GMC files with Noiseconverter, the /2 is there. Also, it puts the loop start two bytes before the loop size ... which simply cant be possible regarding Gryzor's example. Since I've already experienced some problems with the convertion I made with Noiseconverter, I'll stick on Gryzor's example ... so, like described upward. I just wanted to warn people who are using Noiseconverter for this format. Though, I found this tool very helpful when it came to list the effects command :)


  • F0h
    F3h
    F4h
    -
    -
    -
    -
    1BCh
    -
    ?!?
    -
    -
    3
    1
    C8h
    -
    -
    -
    -
    ?!?
    -
    ?!?
    -
    -
    - ?!? ($00-00-00)
    - Size of the pattern list
    - Pattern order table. Contains 100 word which are the numbers of pattern to play. Each value is * 400h !. In fact one could take each value as an address ... just add 444 to find the real pattern address :)
    - pattern data ... Each pattern is stored one (1BCh) after another
    - tracks datas. each track 'seems' to have 64 rows. each row is 4 bytes, though :). Each note is stored like Protracker

    So, we get something like that :
    pattern 0 :
  • row 0 | voice 1 | voice 2 | voice 3 | voice 4 |
  • row 1 | voice 1 | voice 2 | voice 3 | voice 4 |
  • row 2 ...
  • row 63| voice 1 | voice 2 | voice 3 | voice 4 |

  • pattern 1 : ...

  • the size of each pattern is 1024 (400h) bytes long.
  • The notes are saved in the Soundtracker format. Thanks Gryzor for this info, but WHAT IS THIS FORMAT ?!?. Heh, I was still in my birth bed when Soundtracker was released !. Anyway, it happens that this format is rather simple, save for the effect number changes :)


  • Notes packing:
              Sample number --
                             /\
                            |  |
      0000-0000  0000-0000  0000-0000  0000-0000
      |  | |             |       |  |  |       |
       \/   \           /         \/    \     /
     unused  note pitch         effect  effect
                                         value


    effects: based on old SoundTracker effects commands :
    1: slide up (same as ptk)
    2: slide down (same as ptk)
    3: set volume (Fx C under ptk)
    4: pattern break (Fx D under ptk)
    5: pattern jump (Fx B under ptk)
    6: set filter off (Fx E00 under ptk) not sure at all for this one !.
    7: set filter on (Fx E01 under ptk)
    8: set speed (Fx F under ptk)

    Notes Pitchs :
    C-1 to B-1 : 856,808,762,720,678,640,604,570,538,508,480,453
    C-2 to B-2 : 428,404,381,360,339,320,302,285,269,254,240,226
    C-3 to B-3 : 214,202,190,180,170,160,151,143,135,127,120,113

    Follow Sample datas stored like Protracker (should I say Soundtracker ?). Nothing is packed..
     

    Click "back" to go back :)