Open cowboy-bebo opened 1 year ago
Well the trouble is that it is a little case-by-case basis, especially when it comes to non-Sonic games. An automatic converter may get it 95% right, but there's a good chance that missing 5% can break the entire track. It would be a lot of work for relatively little benefit in the end.
A script that for example I might use for automatic conversion could be great for me because I understand the pitfalls and know how to manually adjust it, but for someone who already doesn't possess the skills to do the conversion, it might be very frustrating to use. This could be ironed out by spending a lot of time simplifying and foolproofing the process of course...
but the thing is, I'm no longer supporting AMPS and not really working on Mega Drive stuff. I'm not the right person to do this. There's probably someone on SSRG or MDDC with the skills to do the conversions, but I wouldn't really count on them putting the effort in.
I have some code in my Old Projects git for processing SMPS and AMPS files that you could find useful though, if you feel like giving it a shot yourself. It could be a fun challenge if you're wanting to learn to code better and know a bit about converting songs already!
As far as I'm aware, the only method which exists for converting SMPS binaries to AMPS format seems to be using SMPS2ASM (as described in the docs). By default, the output isn't compatible with AMPS. The documentation describes a general idea of how to adjust tracks, but a more direct conversion process would be ideal.