gba to mod conversion? by almendaz at 9:12 PM EDT on October 20, 2020
I have been seeing some gba re-rips on joshw.info using module (tracker) formats instead of decyphered sequence/MIDI/vgmstream extracted files. I would like to know, what is the process that the uploader follow to convert extracted files (sequence + samples) from their ROMs, to a module format? I'm interested. I'm asking because I can see these module formats as a "catch-em-all" (?) solution for MID/sequence gripes. Also, because as modules that they are, they are of high interest to musician programmers - the people that professionally USE soundfonts.
Recently I released UnkrawerterGBA to rip module files from games that use the Krawall engine. Krawall was written as a tracker for S3M and XM modules, and as such stores the music data in a format that is easily convertible back to the original file format. Unkrawerter basically just takes the module data and samples/instruments, and rearranges them into a playable module. Since it's a pretty new tool, people have been re-uploading rips using it to get modules instead of GSFs (if available before). Other games that use MIDI-like engines like Sappy will still only be in MIDI or GSF formats. It's just the Krawall games (right now) that are now convertible into tracker modules.
Thanks for your answer and tool. So, first we would have to figure out how the sequence format works for their game, in order to "emulate" the conversion to tracker (with "emulate" I intend to say, there would be parameters/opcodes/etc from the SEQ that would not be translatable to MOD/XM), also, some parts of SEQ that would be inside the ROM executables (also to be desciphered).