Posté le 26/10/2016 à 00:14 Membre depuis le 06/06/2014, 51 messages
Chris Covell does it again!

I didn't even realize there was raw MML in ADK's drivers... but then again, I never looked at those closely.
Posté le 26/10/2016 à 00:28 Membre depuis le 27/04/2006, 60457 messages
Fascinating. Finding raw MML in a game is unexpected indeed.

« Tout homme porte sur l'épaule gauche un singe et, sur l'épaule droite, un perroquet. » — Jean Cocteau
« Moi je cherche plus de logique non plus. C'est surement pour cela que j'apprécie les Ataris, ils sont aussi logiques que moi ! » — GT Turbo
Posté le 26/10/2016 à 12:52 Membre depuis le 05/04/2016, 50 messages
Very nice indeed!
Posté le 23/12/2016 à 12:20 Membre depuis le 02/01/2003, 1647 messages
great work
Posté le 26/12/2016 à 14:58 Membre depuis le 30/06/2001, 71379 messages
Zero: it seems to be more common than what we may think, it looks like MML has been used on the WonderSwan for example, and also on some more mainstream consoles. Ok maybe only japanese productions.. wink but it has been used!
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Posté le 21/08/2017 à 16:13 Membre depuis le 10/12/2010, 194 messages
Hello guys !

An another Cool News , I've found on the Net a new MML project named 'mml2vgm' which also supports opnB ; In this new MML Compiler, the YM2610, a.k.a. OPNB
is implemented and contains an Encoder 'EncAdpcmA' largely inspired by the hpman's codec , to Write VGM Data Block (ADPCM A or B) ...

For the moment I could not verify if the VGM created with this MML compiler worked fine with the valleybell's VGMplayer ...
> To help you, Translate The 'Mml2vgm MML command memo' ...
Personally, I would like to know how to generate this file '*.gwi', which MML editor to use that would be compatible with these commands...
This is the examples : testYM2610BADPCM.gwi + testYM2610BSSG.gwi + testYM2610BFM.gwi + testYM2610BSSG.gwi

A+ fred / FRONT ! URL