BlackAura wrote:Yep. Go to the last pattern of the song (open the Patterns tab, and grab the last pattern), and then go down to the bottom of that pattern, after the last note finishes.
In the lower window, you should see a lot of columns, each representing a channel. The columns contain four sub-columns, the right-most one of which corresponds to effects. In the right-most sub-column of the first channel, write "B00" (that's B, zero, zero). In the right-most sub column of the second channel, put "C00".
I'm trying to compile an xm.wad for nxdoom by following this thread. I pulled up your "doom1xm.wad" file for sake of example in Openmpt and was stumped to locate the values you describe in your post. Here's a screenshot of what I'm seeing:
Now where is the last pattern, and how does one grab it? Where are the B00 and C00 values you referred to?
Also, is there a "hand-holding" type tutorial anywhere on this subject?
I know enough to convert the audio files for the doom levels to .wav
I use Adobe Audition 3.0 to do this from mp3 and convert to "Microsoft ADPCM (*.wav)" I assume??
My options are:
I further assume the sample rate would be as follows?
Beyond this, I'm really at the beginnings of this by trying to "reverse-engineer" your xm.wad file to be best welcomed by nxdoom. Do you need to import the files into doom builder, and if so......how?
Sure you can tell I'm a little lost.
Thanks in advance, BA for any help on this!