Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scea.yaroze.programming.sound Subject: Re: MOD's and SEQ's Date: Thu, 10 Jul 1997 10:11:06 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <33C4A72A.38AC9CF3@micronetics.com> References: <33C433FD.A9CDEB07@ix.netcom.com> NNTP-Posting-Host: jim.micronetics.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.0b4 [en] (Win95; I) X-Priority: 3 (Normal) Manny Najera wrote: > > Aren't the MOD and SEQ formats relatively similar? If so, has any > development team, anywhere around the world, ever gotten around to > writing a MOD2SEQ converter? > > My guess is all you have to do is convert the MOD to midi format (some > trackers do this) and place the samples into those VB and VH files. > > Manny Najera Hi Manny, Yep, I've tryed it. There is a xm2mid converter that does a limited job, only 4 channels. I've also written my own, although not complete but working all the same. The major problem I've seen when converting Mods -> Mid -> Seq is the channel timing suffers alot. Especially loops. I've tryed tweeking the tempo up and down, but there appears no happy medium. One thing I have yet to try though is after going xm->mid is to resequence the track in a midi package, to tweak the timing back to normal. Its very frustrating, since someone has been kind enough to write 4 tracks for my project, but they sound nothing like he intended. Is there a file spec for .seq available anywhere? Cheers, Jim