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PostPosted: Mon Dec 10, 2018 11:36 pm 
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Formerly Espozo
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Location: Richmond, Virginia
So I saw on superfamicom.org that a huge list of SNES games share a common sound driver and music format created by Nintendo. However, the article https://wiki.superfamicom.org/nintendo- ... mat-(n-spc) doesn't appear to be translated very well, which is why I'm asking about this:

Quote:
Many games are standard MIDI as a file after you specify the beginning of the data first

Is it saying that if I found the offset for where the data for the composition starts, if I were to paste a MIDI file (making sure the instruments are of the correct number) it would be able to play? Sounds a bit to good to be true... I could have a field day with this. :lol:


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PostPosted: Tue Dec 11, 2018 9:12 pm 
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Google Translate (translate.google.com) interprets the Japanese sentence with the word MIDI in it as follows:

多くのゲームでは標準MIDIファイルのように、最初にデータの先頭位置を指定したらあとはひたすら演奏するのみかと思いますが、このゲームでは上位に小区間演奏データを束ねる形で曲データを表現します。

In many games, like the standard MIDI file, if you first specify the beginning position of the data, you think that you only need to play the rest of the data, but this game expresses the song data in the form of bundling the small section performance data at the top .


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PostPosted: Tue Dec 11, 2018 9:40 pm 
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Formerly Espozo
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Thanks; that's what I thought. Just comparing a MIDI file to where the composition data is in an SPC file I was looking at via a hex editor showed that this was way more than likely not the case. One could probably design a converter though, I'd think. Problem is you'd either need to make your program automatically generate loop points or just keep it all unrolled, which probably isn't an option given data size...


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