Hey everyone,
I recently read the article on Sega Saturn, Shiro! about Frogbull's experiments with audio on SRL using mid2seq and TON files extracted from other games. That motivated me to give the last push I needed to completely revamp mid2seq and add TON generation to it! You can basically now create an SF2 soundfont, compose all your music as midi, and then export both the SF2 to a TON file and the music as SEQ files. I still didn't get DSP effects to play on the sequenced audio, but that's the next step.
If you don't know about mid2seq, check it out here: GitHub - jfsantos/mid2seq: Software to convert format 0 MIDI into the SEQ format for Sega Saturn games.
I have also improved my DSP assembler and can now create DSP effects that I can run on CDDA audio. That is another project that I am hosting on Codeberg: scsp-fx. Both projects have lots of documentation but this is the first time I'm sharing them publicly with docs so some stuff might be incorrect. Let me know if there are any fixes needed!
Cheers
I recently read the article on Sega Saturn, Shiro! about Frogbull's experiments with audio on SRL using mid2seq and TON files extracted from other games. That motivated me to give the last push I needed to completely revamp mid2seq and add TON generation to it! You can basically now create an SF2 soundfont, compose all your music as midi, and then export both the SF2 to a TON file and the music as SEQ files. I still didn't get DSP effects to play on the sequenced audio, but that's the next step.
If you don't know about mid2seq, check it out here: GitHub - jfsantos/mid2seq: Software to convert format 0 MIDI into the SEQ format for Sega Saturn games.
I have also improved my DSP assembler and can now create DSP effects that I can run on CDDA audio. That is another project that I am hosting on Codeberg: scsp-fx. Both projects have lots of documentation but this is the first time I'm sharing them publicly with docs so some stuff might be incorrect. Let me know if there are any fixes needed!
Cheers