Author Topic: MIDI To Axe Music Converter  (Read 59967 times)

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Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #75 on: July 09, 2010, 07:30:57 pm »
Nice stuff guys. However, FinaleTI's stuff gives me ERR:INVALID when trying to run the compiled versions of them ???
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Offline Magic Banana

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Re: MIDI To Axe Music Converter
« Reply #76 on: July 09, 2010, 07:43:08 pm »
Yep, that's because if the program is too bug, then the TIOS will throw an error, which is why you need to compile bigger programs to run in Mirage or Ion.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline DJ Omnimaga

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Re: MIDI To Axe Music Converter
« Reply #77 on: July 09, 2010, 07:43:39 pm »
oh ok x.x

I'll give this a try later.
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Offline FinaleTI

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Re: MIDI To Axe Music Converter
« Reply #78 on: July 09, 2010, 08:00:39 pm »
Sorry I forgot to mention that.
@Magic Banana: How would I remove the bass? Can I do that with Noteworthy?


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Coding-wise, on hold, but I am re-working the story.

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Offline Magic Banana

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Re: MIDI To Axe Music Converter
« Reply #79 on: July 09, 2010, 08:26:15 pm »
Yeah, when you open up the midi in Noteworthy, make sure that it splits all the 'instruments' into different channels and then locate the bass by right clicking and viewing Staff Properties. Sometimes they are a little vague with the descriptions (I think Cannonball had around 3 or 4 'Standard Kit's) so you might have to sift through them.

Another way to soften the bass and lower notes is to combine the instruments that sound similar.Yet another way is to just force all the channels to be merged on open so that all the notes are put onto one staff, which takes out some quality of the song, but sometimes sounds better when played through the calc 'speaker'.

Basically, you just have to play around with it so see what sounds best on calc. It is a little repetitive to keep having to go through all the steps when converting it into data, but it feels great when you hear it play on the calc and it has that Gameboy quality (which in this case, is a good thing).

EDIT:Don't want to doublepost, so I'll just put it here. I wanted to see how something sounded, and it turned out nice.
« Last Edit: July 14, 2010, 02:52:26 pm by Magic Banana »
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline Quigibo

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Re: MIDI To Axe Music Converter
« Reply #80 on: July 14, 2010, 05:35:36 pm »
Oh I forgot to update with my progress.  I have it working now where 99% of midis from the internet can simply be dragged over the application and they will convert really nicely without any extra editing.  However, I am going to redesign the music player so it plays appvars instead of inline code because sometimes 15kb of note data source is really hard to import into the editor but as a precompiled appvar, its only 7.5kb and can be read from archive (soon).  So I think that will be the direction I take the player, but it will output in both formats anyway for small tracks.  I also have to add a look-up table for the note frequencies in order to reduce the size of the files.

I will post the new version as soon as I finish it.  I actually made cave story as one of my demos, but I guess I can't use that anymore... so here it is if you want to compare.  This is the full song I think.  Starts right away.
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Offline Magic Banana

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Re: MIDI To Axe Music Converter
« Reply #81 on: July 14, 2010, 05:45:39 pm »
I love the quality of the new Freq(). :D

It's actually a perfect example, because you can really hear the difference between the old and the new. That Appvar sounds cool as well. It does get boring scrolling down 14k of data to paste the music player and put a ->Str1. Can't wait to convert some new songs when you release it. ;D
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline FinaleTI

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Re: MIDI To Axe Music Converter
« Reply #82 on: July 14, 2010, 05:50:33 pm »
Yay! The appvar compiling sounds helpful! Especially since I wouldn't have to use an on computer TI-Program Editor to import the data into the player.
Also, I have to agree with Magic Banana that the new Freq( is amazing!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Quigibo

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Re: MIDI To Axe Music Converter
« Reply #83 on: July 15, 2010, 12:21:11 am »
Okay, here it is.  I tried to include a variety of samples for your listening pleasure.  The new format is really compact, its nearly a kilobyte per minute depending on the speed of the song.  It supports all types of midi, up to 8 note chords, 16 simultaneous tracks, and the full 11 midi octaves.  The program works the same as last time, just drag the midi file over the program and it will convert your song into 2 different formats.  One is an appvar, the other is the hex code (no text version this time).  The player is set up right now for appvar playing and I took out the rotating happy face to lighten it up as much as possible, songs play immediately when you run the file.  If you want to create visualizations, be my guest.

There is one setting you might want to adjust which is what I call the "note density".  Its the time argument of the freq() command.  Right now I have it set to what I have found to be a good medium time of 3200 but you might want to make it lower for songs with a lot of chords or higher for those that are mostly single notes.  If songs play too slow or fast, then this is what you should adjust.

Also, for best results, I would remove any drum tracks from the midi files.  Other types of bass tracks should convert fine.

I'm so glad I learned linked lists in my data structures class.  I had to design my own custom linked lists to get this working.  :)
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Offline Magic Banana

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Re: MIDI To Axe Music Converter
« Reply #84 on: July 15, 2010, 03:32:34 am »
Yes! Can't wait to test this out on some midis. :D
In fact, I think I'll make some right now.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline squidgetx

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Re: MIDI To Axe Music Converter
« Reply #85 on: July 15, 2010, 10:03:06 am »
O.O
*drools

I especially like the appvar method of playing; makes my program list way less cluttered

Offline FinaleTI

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Re: MIDI To Axe Music Converter
« Reply #86 on: July 15, 2010, 11:12:55 am »
Yay! I've redone Cannon Ball *again*. It's the original, but it sounds better and faster with the new converter. Note: For optimal performance, set the speed in the Freq command in the player to 2300 or 2500.

I had to put it in a zip since you can't attach appvars.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline tloz128

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Re: MIDI To Axe Music Converter
« Reply #87 on: July 15, 2010, 01:52:48 pm »
Megaman 3 Intro :D
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline Quigibo

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Re: MIDI To Axe Music Converter
« Reply #88 on: July 15, 2010, 05:48:23 pm »
Those sound really great!  You can really hear the difference with the cannon ball song from last time too!  I'll upload some more samples, a few classical as well.  Any requests by the way?

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Offline FinaleTI

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Re: MIDI To Axe Music Converter
« Reply #89 on: July 16, 2010, 11:45:03 am »
Here's another re-upload of mine! It's "X vs Zero" from Megaman X5. Any Megaman fan should have heard this song. If not.... Then download it!

A good speed for this song in the Freq command is 1500.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.