thisaccursedman Posted June 16, 2021 I have a ten level Wad, ready to go, but I'd really like to run it with the PSX music, and decide on specific tracks for specific levels. My understanding is that, in order to do this, I would need the individual PSX tracks in midi format. Anyone know where I can get hold of those? As it happens, in addition to doing this, I'm also interested in altering the names of the maps and designing a custom title and intermission screen. Because I'm lazy, I'd consider hiring someone with experience to do these things for me. If anyone could point me in the right direction here, I'd be most grateful. 0 Quote Share this post Link to post
forgettable pyromaniac Posted June 16, 2021 IIRC, the PSX tracks are not actually midis, but Mp3s (or i guess the Playstation Equivalent?) if that's the case, depending on what source port you're planning on targeting (ZDoom, Boom, Vanilla) you could just get an mp3 to play for the track. Altering the names of maps is easy. For Doom II in particular, Map01's level name's image is called CWILV00, so if you make an image to replace it, you can effectively rename all the levels. Most common way (to my knowledge, correct me if I'm wrong) to do it is with this tool, with a x1 scale for it to look correct, importing it into the wad using Slade3, and then changing the format from a PNG to Doom's format. Title and Intermission Screens? Yea, I got nothin. You can always hire someone, or make one yourself. You can always make one that looks like Plutonia's or Evilution's by making it in blender or another similar modeling program. 0 Quote Share this post Link to post
Dark Pulse Posted June 17, 2021 1 hour ago, forgettablepyromaniac said: IIRC, the PSX tracks are not actually midis, but Mp3s (or i guess the Playstation Equivalent?) if that's the case, depending on what source port you're planning on targeting (ZDoom, Boom, Vanilla) you could just get an mp3 to play for the track. Altering the names of maps is easy. For Doom II in particular, Map01's level name's image is called CWILV00, so if you make an image to replace it, you can effectively rename all the levels. Most common way (to my knowledge, correct me if I'm wrong) to do it is with this tool, with a x1 scale for it to look correct, importing it into the wad using Slade3, and then changing the format from a PNG to Doom's format. Title and Intermission Screens? Yea, I got nothin. You can always hire someone, or make one yourself. You can always make one that looks like Plutonia's or Evilution's by making it in blender or another similar modeling program. Some music is CD Audio, the rest are basically MIDI-like but more accurately wavetable synth (i.e; more like tracker-based formats). The easier but more space-using way is to have Oggs of the music or whatever and use those, since to use the MIDI-based versions, you'd need to build soundfonts and so on. 3 Quote Share this post Link to post
forgettable pyromaniac Posted June 17, 2021 19 minutes ago, Dark Pulse said: Some music is CD Audio, the rest are basically MIDI-like but more accurately wavetable synth (i.e; more like tracker-based formats). The easier but more space-using way is to have Oggs of the music or whatever and use those, since to use the MIDI-based versions, you'd need to build soundfonts and so on. That's mostly what I meant, Mp3s or Oggs. Mp3s for ZDoom ports, Ogg for Boom ports, basically out of luck for vanilla or limit removing. 0 Quote Share this post Link to post
Dark Pulse Posted June 17, 2021 (edited) 3 minutes ago, forgettablepyromaniac said: That's mostly what I meant, Mp3s or Oggs. Mp3s for ZDoom ports, Ogg for Boom ports, basically out of luck for vanilla or limit removing. Yeah, you're definitely out of luck for Vanilla, even if you could extract the sounds, there's no way to import "new" samples for music. You'd be limited to the General MIDI set, which won't do the job at all. Both ZDoom and Boom can use MP3 or Ogg, though. Ogg is probably better overall due to gapless playback (i.e; seamlessly loops from end-to-end). Granted, while in ZDoom you can set loop points via Ogg Metadata, I don't know if Boom supports that (which would be necessary for proper looping; most tracks don't loop end-to-end). Edited June 17, 2021 by Dark Pulse 1 Quote Share this post Link to post
thisaccursedman Posted July 12, 2021 Thanks for the feedback, gents. I ask because I have a Wad file of the PSX tracks as Midis. I'm looking for basically the same thing for my Wad, just a rearranged order of tracks. It's the fact that the tracks change automatically when you complete a level that I'm interested in. And yes, I'd plan to use it for ZDoom. 1 Quote Share this post Link to post
Doomkid Posted July 15, 2021 (edited) Oh, I sent you a PM then realised this thread exists.. Doh! I’m not that familiar with the PSX Doom soundtrack in shameful honesty, but the MIDIs will require the PSX soundfont (which I wager few people have) so it will sound really odd if you use any format other than OGG or MP3.. There might be tracker modules of them floating around out there somewhere? For changing the map names and story text - if you’re targeting ZDoom, all you need is a basic MAPINFO! They’re pretty easy to make (so long as you avoid typos, which have bitten me in the ass more than once - Titlescreen and Intermission screen is as simple as importing images and renaming them to TITLEPIC and INTERPIC respectively, you don’t need to worry about making them 320x200 for ZDoom. I suck at graphic design, I usually just stitch some sprites into an image I find through Google for mine! EDIT: here’s the music names that correspond to map slots. Just re-name each track appropriately and that’s all there is to it: https://www.doomworld.com/forum/post/1919883 Edited July 15, 2021 by Doomkid 1 Quote Share this post Link to post
Dexiaz Posted July 15, 2021 On 7/12/2021 at 6:30 PM, thisaccursedman said: I ask because I have a Wad file of the PSX tracks as Midis. I'm looking for basically the same thing for my Wad, just a rearranged order of tracks Those midis requres psxdoom soundfont, which can be used in ZDoom-family sourceports. People who desire to play your mod must edit game options to hear this music "as intended". So the ogg format is kinda better variant, because people will just start a new game and enjoy your maps without editing anything. 0 Quote Share this post Link to post
Syn Posted July 15, 2021 On 6/16/2021 at 7:34 PM, Dark Pulse said: Yeah, you're definitely out of luck for Vanilla, even if you could extract the sounds, there's no way to import "new" samples for music. You'd be limited to the General MIDI set, which won't do the job at all. Both ZDoom and Boom can use MP3 or Ogg, though. Ogg is probably better overall due to gapless playback (i.e; seamlessly loops from end-to-end). Granted, while in ZDoom you can set loop points via Ogg Metadata, I don't know if Boom supports that (which would be necessary for proper looping; most tracks don't loop end-to-end). With the tracks properly cut they loop seamlessly by themselves. You would be more inclined to use Ogg Metadata to, for example, add an intro that only plays once. 0 Quote Share this post Link to post
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