MDMOD Player by Titan [web]
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popularity : 67% |
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alltime top: #2542 |
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added on the 2022-09-17 23:58:42 by alk |
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comments
ohhh yeah !!!
Of course!
Awesome!
Jaw, meet floor. This is extremely cool.
Works a treat in the BlastEM emulator!
Works a treat in the BlastEM emulator!
Nice
Awesome!
Like a dream becoming true. I've repaired my MD this summer and so into this.
Really cool!
Wow. Excellent re-player with a decent mix rate (sounding great on a recapped VA1 motherboard). I didn't expect the tool to be HTML based. Tiiiiiitaaaaannn!
Titan completely owns the MD/Genesis... no competition at all.
sweet
nice work.. Mods on YM2612 =DD
What is there to say except for "this rules"? These mods sound really, really good. Also, here's an online version of the musicdisk ROM builder, courtesy of David (formerly) from Catskull Electronics.
https://titan-md-modplayer.netlify.app
https://titan-md-modplayer.netlify.app
Cheers! Thank you for the party.
Damn, forgot the thumb :D
Such a clean sound, amazing stuff
Spectacular
Rulez hard!! Powerful music by all contributors and crystal clear sample playback thanks to Kabuto's custom made .mod replayer routine. A masterpiece!
Pure demoscene vibes with excellent tunes and presentation
\∆/
Great stuff
Kewl!
I tested it on an FPGA, it looks awesome. Also I created a rom with the toy story mod music, (the one made for toy story menu, for MD/Genesis).
Nice one!
Another Amiga v. MegaDrive playground argument falls by the wayside.
Great work!
Great work!
Wow, this is really cool !!! I would give five thumbs-up if i could. Already tried it with alot of Amiga mods and it works great. In BlastEm emulator it also sounds great, in KEGA Fusion not so good. Haven't tried it on my real MegaDrive, but i will soon. One question - does it matter, if the console is PAL or NTSC? Seems to work with both, but i mean because of the playing-speed of the tunes. Or can the player autodetect the console-region and then adjust the speed automatically?
dope bops all the way!
Rulez of course.
no thumb yet? shame on me
TiTAN forever!
TiTAN forever!
I've just uploaded a video of this MDMOD player playing 29 MODs, comprising the MODs that make up off1k's 'Amiga Music: Jungle / Drum & Bass Compilation #2', a few cTrix / H0ffman / cTrix & H0ffman MODs, and the Sidewinder MODs that make up the DX-Ball 2 Complete Soundtrack.
Here it is (links to artist pages are in the description):
https://www.youtube.com/watch?v=uQHrYak1tyo
It's great and impressive to be able to play Amiga MOD music on the Sega Mega Drive / Genesis platform! (BlastEm emulator in this case, even though I own 4 Mega Drive / Genesis consoles). Respect to the people who made this!
There are however some playback issues that could perhaps be fixed for an updated version (such as some wrong notes e.g. Temple of Sun Remix, timing issues e.g. Blackbreak, and clipping regardless of emulator volume setting e.g. Junglelism) and the Music Disk tool didn't even accept cTrix's 'Thanks Roy' and 'Dreamtaastic', claiming they weren't ProTracker 2.3 MOD files.
I also had to boost the volume by a total of 20dB (!) on top of all Windows volumes at maximum - 18dB (!) boost in the emulator and a further 2dB boost in OBS, to get up to just below clip. Is the low volume a limitation of the player's software mixer?
Here it is (links to artist pages are in the description):
https://www.youtube.com/watch?v=uQHrYak1tyo
It's great and impressive to be able to play Amiga MOD music on the Sega Mega Drive / Genesis platform! (BlastEm emulator in this case, even though I own 4 Mega Drive / Genesis consoles). Respect to the people who made this!
There are however some playback issues that could perhaps be fixed for an updated version (such as some wrong notes e.g. Temple of Sun Remix, timing issues e.g. Blackbreak, and clipping regardless of emulator volume setting e.g. Junglelism) and the Music Disk tool didn't even accept cTrix's 'Thanks Roy' and 'Dreamtaastic', claiming they weren't ProTracker 2.3 MOD files.
I also had to boost the volume by a total of 20dB (!) on top of all Windows volumes at maximum - 18dB (!) boost in the emulator and a further 2dB boost in OBS, to get up to just below clip. Is the low volume a limitation of the player's software mixer?
I also made alot of MD-cartridges in the last days, full of the best Amiga mods. This player here is really fantastic. Very good work!!! Some things i found out.
There exists a few Amiga mods, that have something like a stop-commando at the end of the song (the characters B2A in one of the four tracks for example). Such a mod then will not restart by itself, in the Protracker, when it has run through, like the most other mods do. That is not a problem in Protracker, when a mod stops at the end, but it is one, here in the MDmod player, because then the next song doesn't start automatically and the player must start it with A button. I had such a case twice and then changed it manually in the two modules by removing this stop command in the protracker by "edit" and then saved the changed mod again. This solved the problem. Perhaps this can also be solved in such a way, that the MDmod-player simply does not pay attention to such stop-commands or simply ignores them, because then you would not have to manually correct every module that has such as problem in the Protracker?
I also discovered one mod so far, that stopped in the middle of the song and the player seemed to hang up then. This file had the name "Fairlight2" in my archiv, but I'm not sure, if that's the correct name of this song. It runs normally in Protracker by the way, so it doesn't seem to be a broken file, but more like some kind of incompatibility with the MDmod player, it seems. I deleted this file then and made this musicdisk again. So there are some small problems left, but all in all, really a superb player. Could you maybe develop a similar mod-player for Super Nintendo in the future, that would be great? :)
There exists a few Amiga mods, that have something like a stop-commando at the end of the song (the characters B2A in one of the four tracks for example). Such a mod then will not restart by itself, in the Protracker, when it has run through, like the most other mods do. That is not a problem in Protracker, when a mod stops at the end, but it is one, here in the MDmod player, because then the next song doesn't start automatically and the player must start it with A button. I had such a case twice and then changed it manually in the two modules by removing this stop command in the protracker by "edit" and then saved the changed mod again. This solved the problem. Perhaps this can also be solved in such a way, that the MDmod-player simply does not pay attention to such stop-commands or simply ignores them, because then you would not have to manually correct every module that has such as problem in the Protracker?
I also discovered one mod so far, that stopped in the middle of the song and the player seemed to hang up then. This file had the name "Fairlight2" in my archiv, but I'm not sure, if that's the correct name of this song. It runs normally in Protracker by the way, so it doesn't seem to be a broken file, but more like some kind of incompatibility with the MDmod player, it seems. I deleted this file then and made this musicdisk again. So there are some small problems left, but all in all, really a superb player. Could you maybe develop a similar mod-player for Super Nintendo in the future, that would be great? :)
excellent
Kabuto - i simply uploaded this mod to XUP for you. Guess the real name of this song is different, therefore we can not find it in the internet. This mod hangs in second 19, when played on the MDmod-Player. You then hear a continuous tone and then nothing works, while in Protracker it goes all the way through. Look here:
http://xup.in/dl,99040540
Grab it fast, link will delete automatically, in some days.
http://xup.in/dl,99040540
Grab it fast, link will delete automatically, in some days.
Nice that you could fix both problems. :) One last question. From the technical side, do you think, such a similar working Mod-Player could also be possible for the Super-NES and if yes, is there a chance, that you develop something like this, in the future? I love the SNES as much as the Mega-Drive, both are very good consoles with alot of superb games.
@Kabuto, one suggestion more, i would have, this time a new switchable function for the expert-mode of the mod-converter. A "no pause between tracks" feature would really be cool and senseful. Background is the following - i have converted the tunes from a few more Amiga productions, for example the musicdisk "8-Bit Jungle" and the music for the demo "Jesus on E's" and in both productions, there are different mods on the one hand, but on the other hand, it sounds like a continuous tune (like only one big single track), because there is no pause between the single mods and the user doesn't even hear, where one track ends and the next begins. In my two converted cartridges now, however, there is always a small pause of about one second between the tracks, which in this case is a bit disturbing then, cause the next track always starts where the other track ends and the transition is fluid, in the original productions. To realize that also in the MD-cartridge then, such a switchable "no pause between the tracks" would be cool.
@Kabuto, regarding the SNES - okay, understand. I already expected, that this will be technically very different from the Mega-Drive and could therefore be problematic. Then the users sadly have to do without such a cool mod-player in the nearer future. But as you have already written, maybe some SNES expert will take up this topic again at some point in the future. It would definitely be great, then i could play Amiga mods with both consoles.
To the "no pause" thing - ah, the scanning of the song-lengths causes this, okay. I am not 100% sure, what you exactly mean with "if all songs end naturally", if you mean some kind of a letters and numbers, that must be written in one of the four tracks of a mod (I guess). I so, the user could also change this in certain mods with the Protracker (like i did it before, with certain mods that stopped the player).
I think, not seeing the total playtime would be tolerable, at least it's the lesser evil when it comes to cases like the two described (Jesus on E's and 8-Bit Jungle), where there is a smooth and inaudible transition between all the songs in the original Amiga-software. In such cases, i would enable a "no pause" function when converting. In normal cases, with different successive songs, that are not related, I would not turn on this function when converting. But having it selectable, for such special cases, would be a good thing, in my opinion.
To the "no pause" thing - ah, the scanning of the song-lengths causes this, okay. I am not 100% sure, what you exactly mean with "if all songs end naturally", if you mean some kind of a letters and numbers, that must be written in one of the four tracks of a mod (I guess). I so, the user could also change this in certain mods with the Protracker (like i did it before, with certain mods that stopped the player).
I think, not seeing the total playtime would be tolerable, at least it's the lesser evil when it comes to cases like the two described (Jesus on E's and 8-Bit Jungle), where there is a smooth and inaudible transition between all the songs in the original Amiga-software. In such cases, i would enable a "no pause" function when converting. In normal cases, with different successive songs, that are not related, I would not turn on this function when converting. But having it selectable, for such special cases, would be a good thing, in my opinion.
w000t, me like
Thanks for the reply Kabuto :) Do you think this could be spun off into a Mega CD S3M/IT/XM player? The RF5C164 8-channel PCM chip in the Mega CD could surely play an 8-channel S3M directly. How possible would it be to software-mix a 28-channel IT or a 32-channel XM, with each of the RF5C164's 8 hardware channels streaming 3 or 4 software-mixed channels? The 7.6MHz and 12.5MHz 68000s could work together, and there's also 512KB of RAM (quadruple the Mega Drive's 64K). Just an idea I had!
A long way from the Toy Story title screen. Sega does!
Has the online-converter for the mods, already been updated to the newer version, that fixes some of the errors described here, or is it still the old version?
This is absolutely insane, only discovered now but jesus... amazing work!
Any chance of elaborating on the easter egg? I found it, but does that button combo on fade relate to another TiTAN prod?
Any chance of elaborating on the easter egg? I found it, but does that button combo on fade relate to another TiTAN prod?
LOVE IT
Sorry if already asked (and sorry if the answer is obvious, I'm not very technical): Could this be coupled with FM and PSG, even if it took all available CPU time to do it? It would be a dream to have four high quality PCM channels with pitch control and looping samples to work with alongside five FM ones. As for the demo, impressively clean and stable sound for the platform, especially with how high the sample rate is and the whole "casually playing Amiga modules" thing.
just revisited this again and i still love it. TiTAN forever!
would it be easy to modify to play my favorite protracker mods with it in a SEGA emu?
would it be easy to modify to play my favorite protracker mods with it in a SEGA emu?
As I told you, Kabuto, this is an amazing, CRYSTAL CLEAR job!
And the main mod-play screen is also very colorfull and gives a great Amiga-like feeling!
ConratuRations and arigatou gozaimashita! ;)
And the main mod-play screen is also very colorfull and gives a great Amiga-like feeling!
ConratuRations and arigatou gozaimashita! ;)
Quote:
Quote:just revisited this again and i still love it. TiTAN forever!
would it be easy to modify to play my favorite protracker mods with it in a SEGA emu?
See comment from alk:
"This is not only a music disk but also MOD player - there's a builder included to make ROM which plays your MOD files"
Bit late here but thanks for the answer. Yeah I got it, it was a real simple tool. Real good job titanS ! =) I listened to some ProTracker mods with it. Another great tool is modplay12e to play .MOD on C64, its on csdb work by "Ian Coog"
Two years later, i must ask one thing again, concerning this really great mod-player. Has the online-converter for the mods, already been updated to the newer version, that fixes some of the errors described here, or is it still the old version from two years ago?
Very awesome!
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have to try this on my megadrive