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Maxmod
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This article will explain how to use the Maxmod Utility to convert audio files into the format supported by Maxmod.
When you play music with Maxmod, it may not sound the same way as when you were composing it. Maxmod doesn't do any interpolation on the output, but interpolation is usually enabled in module trackers used for composing music. If you want an output closer to what the GBA would actually sound like, you need to disable interpolation and filtering.
For example, in OpenMPT you need to go to View > Setup. Select the Mixer tab and change the interpolation mode to "no interpolation", as well as set volume ramping to 0:
Run mmutil without any arguments to bring it up.
Let's pretend we have 4 music files named song1.mod, song2.s3m, song3.xm, and song4.it. Let's also throw in a couple sound effects too: sound1.wav and sound2.wav. Produce a soundbank file like this:
You should now have soundbank.bin which is the actual soundbank file, and soundbank.h which contains the C/C++ definitions for your project. Notice that the -d option was specified. This makes the output suitable for a DS project, but not for GBA. Remove the -d flag for GBA projects.
The utility generates a C/C++ header file with all the definitions for the soundbank file. Module definitions will be prefixed with MOD_. Sample definitions will be prefixed with SFX_. The module definition name will be constructed using the filename of the module. Sample definitions will be constructed with either the filename, sample name, or DOS filename. For WAV files, the sample definition will use the filename (sample1.wav will become SFX_SAMPLE1). For MOD/XM, the definition will use the sample name. For S3M/IT modules, the sample definitions will be constructed using the DOS filename. The beginning of the sample name (or DOS filename) must begin with '#' to produce a definition. Any errornous characters will be converted to underscores.
The example shown above should produce a header file similar to this:
To make a test ROM with a certain module, use the -b option. This will produce a GBA image that features the song listed.
To make a DS image, specify the -d option too.
You should now have either have a GBA or NDS file depending on the -d flag.