Ps2mda GBA: Difference between revisions

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{{#seo:
|title= (Plugins) - GameBrew
|title_mode=append
|image=ps2mda2.png
|image_alt=ps2mda
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{{Infobox GBA Homebrews
{{Infobox GBA Homebrews
|title=ps2mda
|title=ps2mda
|image=ps2mda2.png
|image=ps2mda02.png
|description=Sound driver for GameboyAdvance.
|description=Sound driver for GameboyAdvance.
|author=moonlight
|author=moonlight
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|source=https://dlhb.gamebrew.org/gbahomebrews/ps2mda.7z
|source=https://dlhb.gamebrew.org/gbahomebrews/ps2mda.7z
}}
}}
{{#seo:
|title= (Plugins) - GameBrew
|title_mode=append
|image=ps2mda2.png
|image_alt=ps2mda
}}
ps2gsm is a MADRVPlugin that runs on [[PogoShell GBA|PogoShell]]. You can create a ROM file containing your own composition data without a development environment.
ps2gsm is a MADRVPlugin that runs on [[PogoShell GBA|PogoShell]]. You can create a ROM file containing your own composition data without a development environment.



Revision as of 09:07, 11 September 2022

ps2mda
Ps2mda02.png
General
Authormoonlight
TypeUtilities
Version0.05
LicenseFreeware
Last Updated2004/08/09
Links
Download
Website
Source


ps2gsm is a MADRVPlugin that runs on PogoShell. You can create a ROM file containing your own composition data without a development environment.

Features

  • Backward compatible with MXDRV and can be easily created with familiar MML.
  • You can use mature MML compilers such as note.x and mxc.com.
  • Even if you don't have a development environment, you can create a GBA ROM file with songs as long as you have an MML compiler.
  • Full control of GBA sound source with PSG 3ch + Noise 1ch + PCM 8ch configuration.
  • PCM for SOUND3 can also be edited while checking the sound with the included tone editor (gb3pcedit.exe).
  • Player for PogoShell2.

Installation

Copy mda.bin to PogoShell2\root\.shell\plugins\.

Open PogoShell2\root\.shell\pogo.cfg with notepad or similar tool.

Append this line mda 3 mda.bin 2

User guide

Limitation:

  • Since it is not an X68k emulator, FM sound source cannot be used.
  • The PCM synthesizing part is heavy. Please optimize if necessary.
  • If define code_Enable* in madrv.c is set to False, the corresponding function will be turned off and it will be a little lighter.
  • Please be sure to check "Differences from the X68k version" because the sound source itself is completely different.

External links

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