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mod.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv='Content-Type' content='text/html; charset=ISO-8859-1'></meta>
<title>Mod</title>
</head>
<body>
<hr />
<h1>Mod</h1>
<p>Mod to vectrex conversion is not an entirely trivial thing. Here a couple of notes:</p>
<ul><li>
<p>←the orginal MOD has 4 voices (later versions can have even more than 4)</p>
</li><li>
<p>→vectrex only as 3 voices</p>
</li><li>
<p>←MODs play samples</p>
</li><li>
<p>→although vectrex can be brought to play samples, it is not its "natural" cause (unlike theg good old Amiga), therefor vectrex will play generated sound after conversion (not samples)</p>
</li><li>
<p>←because MODs play samples there is no way to "auto-map" one instrument (sample) to a PSG setting (something instrument like), since every MOD can have different samples</p>
</li><li>
<p>→not all samples have a "fitting" counterpart in vectrex "instruments". </p>
</li></ul>
<p>Therefor:<br />
In order to achieve conversion results which are at least somewhat pleasing, you as a user have to help!</p>
<ol><li>
<p>You must tell which of the 4 voices are supposed to be matched to the three vectrex voices</p>
</li><li>
<p>You must tell which of the instruments(samples) of the MOD are mapped to what PSG settings [The vectrex mod-routines use the BIOS sound playing routines]</p>
</li></ol>
<p>(This might not be an easy task, since there are two stumbling blocks:
<ol><li>
<p>Mod writers often do not name their instruments very descriptive</p>
</li><li>
<p>You have to know how the vectrex sound routines work in order to find settings for "instruments")</p>
</li></ol>
</p>
</body>
</html>