Author Topic: MIDI To Axe Music Converter  (Read 48186 times)

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Offline meishe91

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Re: MIDI To Axe Music Converter
« Reply #120 on: September 29, 2010, 02:33:57 am »
Shhhhh!
Also, do the 8xp versions play themselves, or are they the same as the 8xv versions?

No, I'm fairly sure they just contain the hexadecimal codes for the songs, but I'm not for sure. They are created when you convert the midi files and that's what it looked like.
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SirCmpwn

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Re: MIDI To Axe Music Converter
« Reply #121 on: September 29, 2010, 08:28:30 am »
Yeah, when I got them on my calc, they are Axe source.  I ended up removing the [] and adding AsmPrgm, then compiling them with AsmComp( and using CalcSys to change them into AppVars.

Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #122 on: September 29, 2010, 12:21:54 pm »
Oh wow nice trick to convert to data SirCmpwn. I was always worried we had to write an editor to edit our game data stored into APPVARS before, such as maps. It's good that at least we have AsmComp() plus we can still separate the data in different lines of code if we want it to be organized. Just no pointers/comments

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Re: MIDI To Axe Music Converter
« Reply #123 on: September 29, 2010, 06:08:26 pm »
Keep in mind that AsmComp() will preface the data with BB6Dh.

Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #124 on: September 29, 2010, 11:26:39 pm »
Ah, right. Oh well I'll keep that in mind.

What is BB6Dh btw?

Offline calc84maniac

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Re: MIDI To Axe Music Converter
« Reply #125 on: September 29, 2010, 11:28:19 pm »
It's a two-byte token that all asm programs begin with.
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SirCmpwn

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Re: MIDI To Axe Music Converter
« Reply #126 on: September 29, 2010, 11:40:47 pm »
^

Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #127 on: September 30, 2010, 01:23:29 am »
It's a two-byte token that all asm programs begin with.
Ah ok, I was more wondering what was the actual token after compiling and what would be the z80 asm code equivalent, if any :P

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Re: MIDI To Axe Music Converter
« Reply #128 on: September 30, 2010, 01:28:20 am »
]
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Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #129 on: September 30, 2010, 01:32:34 am »
Lol. Even if it was, I wouldn't even be able to do that, anyway. Unlike on Invisionfree, which uses signed 3 byte integers for post counts, SMF uses unsigned ones.

Offline ztrumpet

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Re: MIDI To Axe Music Converter
« Reply #130 on: September 30, 2010, 11:15:13 pm »
It's a two-byte token that all asm programs begin with.
Yup. :)  It's the AsmProg token, but in it's hex equivalent.

Offline FinaleTI

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Re: MIDI To Axe Music Converter
« Reply #131 on: October 06, 2010, 08:41:04 pm »
I was wondering if anyone could help with a track for Pokemon TI. I'm looking for the track that plays during Oak's introduction when you start a new game. If anyone could find and convert that track for me I would greatly appreciate it.


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Offline meishe91

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Re: MIDI To Axe Music Converter
« Reply #132 on: October 06, 2010, 09:37:59 pm »
Are you talking about like when Professor Oak is like introducing you to Pokemon?

Edit:
I think this is what you're looking for but let me know.
« Last Edit: October 06, 2010, 09:42:21 pm by meishe91 »
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Offline JosJuice

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Re: MIDI To Axe Music Converter
« Reply #133 on: October 07, 2010, 01:45:57 am »
Are you talking about like when Professor Oak is like introducing you to Pokemon?

Edit:
I think this is what you're looking for but let me know.
That sounds like the track that plays when you follow Oak to the lab. The introduction theme is different.

Offline meishe91

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Re: MIDI To Axe Music Converter
« Reply #134 on: October 07, 2010, 01:49:13 am »
Oh, ya, you're right. I'll look.
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