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Topic: MOD file splitting and writing. (Read 3652 times) previous topic - next topic
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MOD file splitting and writing.

 Just so you know, there are other, better questions out there. Make sure you answer those before hitting this one. I've read a lot of the FAQs, and I realize this is pretty much a Luser question, but I have to ask it anyways, because I don't know where else to go.  Also, if this is in the wrong section, I'll move it according to wherever the Forum Moderator wants me to move it. Sorry people. Immediate banning might be appropriate, so be prepared...

Good, now that we got that out of the way, my predicament:
I've been looking on the internet for some time for a MOD sub-song splitter (splicer? mixer? seperator?). In other words, there are many MODs from old games on my computer, that I wish to basically extract the sub-sections of each loop or trim and save as its own song, so that I can write it to a CD writable track. Otherwise, if I write a MOD to MP3, then the MP3 is just a linear play of the MOD's sub-songs all in order. What I want to do is seperate all of those (manually, if I have to) into their own song.

Example: BEAST-2.MOD includes the intro music to Shadow of the Beast 2, the loading screen song to the first level, and the first level's music. Each is it's own subsong with seperate orders and samples (I believe. Like I said, I'm pretty stinking n00b to all of this, so...). What I want to do is split either all three of those songs into their own seperate files, OR split one off from the other two, most specifically the first level's song.

I want to do this for several files, and I WAS looking for a program that would do so quickly and painlessly, for someone with only minimal knoweledge of coding (Python, HA!). I say "was," because I gave up after the fortieth search on Google, Yahoo, and Dogpile. I was looking for some sort of freeware or even pay program (I'm kinda on a budget, what with college and all) to help me split these files, and maybe even a MOD composition program (although I doubt the latter is freeware or even full software).

Perhaps I'm going about this all wrong. I really don't know, and am lost as to how I can accomplish my goals. If any of you out there has an idea to help me out, or point me in the proper direction, please help me.

And don't kill me too hard. I'm sensitive.

*Flinches* 

-Nick

MOD file splitting and writing.

Reply #1
Both XMPlay and foo_dumb have options that would make this unnecessary.

MOD file splitting and writing.

Reply #2
There should not be subsongs in Protracker-modules, but maybe I misunderstood?

Anyway, I use Deliplayer http://www.deliplayer.org/ to record from those and other mod types.  You will have to buy the "Pro" version ($20) in order to enable stereo output in the streamrecorder plugin.
Friends don't let friends use lossy codecs.  (char0n)

MOD file splitting and writing.

Reply #3
There are no such informations about subsongs stored explicitely in MOD files. It's just a sequence of pattern numbers and one "restart" pointer for loopings. It's possible though to force a sequence position jump via an effect command. If such jump commands are used in those MOD files it will be possible to detect such loops automatically and create "sub-MODs" via truncating the pattern sequence.

But I don't know any tool which does this automatically. Your best bet would probably be to load those MOD files into an editor ("tracker") and cut the pattern sequence for yourself.

SebastianG

MOD file splitting and writing.

Reply #4
Yeah. Or if you're more familiar with wave-editors than trackers, write the whole MOD to WAV, load it into some wave-editor, and do the editing (cutting, looping) there.

MOD file splitting and writing.

Reply #5
Quote
Yeah. Or if you're more familiar with wave-editors than trackers, write the whole MOD to WAV, load it into some wave-editor, and do the editing (cutting, looping) there.
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It may be possible (due to sequence position jumps forced by effect commands) that you won't hear all the "subsongs" while playing the MOD file. It may contain hidden parts you only reach if you manually start the sequence list at a certain point. Those special effect command driven sequence jumps let subsongs loop infinitely.

AFAIK it was a common way to pack multiple looping "subsongs" that share their samples into one MOD file to save (sample) space. The game engine then just told the mod player to start playing at a certain sequence position to start a specific "subsong".


SebastianG