31
Lemmings Main / Re: More accurate Lemmings 2/3 Amiga music rips
« on: June 25, 2014, 05:20:16 AM »This is necessary to prevent certain samples (like the one that's called "drum") from having annoying clicks at the end.Oh, good to know. I noticed the clicks, but I didn't know that I was overreading the sample.
I also noticed that most of your new ONML MODs start a row late. Is this really how the original files are like, or is it caused by a bug in your program?SJS modules aren't necessarily a multiple of 64 rows, so I collapse the initial silent rows of the module until it is a multiple of 64 rows. (The initial rows set the volumes and turn off the Amiga's high-cut filter.) I believe the Lemmings songs were composed in SoundFX (hence the BPM calculation) which did require a multiple of 64 rows, but converting them to SJS required adding the set-up rows. Technically, collapsing the initial rows probably affects song looping compared to the actual game, but I don't feel bad about losing the initial rows because they were incidental rather than intentional.
The Oh No, More Lemmings! tracks are a multiple of 64 rows, so nothing gets collapsed. (For example, Tim1 is 898 rows % 64 = 2, but Tune1 is 768 rows % 64 = 0.) When I ripped them semi-manually I probably just stuck the first note in the first row.
The exception is the Lemmings intro tune which is its own weirdness.
(Also, I've got to say, thank you very much for leaving in the sample numbers where the B-3 notes were meant to go. This allowed me to add them back in for SuperLemmini.)They don't play, so no reason to take them out.