Is there a free audio converter to .it impulse tracker for windows

Started by 20degree, August 30, 2020, 10:32:34 PM

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As a true beginner i try to create a quest and its not easy at all. Rpg Maker Web is more mouse click easy. Still i try to create and figure out how to do many things with Solarus.

What i have done so far is real not much. Its more because of the copied files. You must understand that trying to understand LUA "being a beginner" and not much programming knowledges make it real hard for me.

What i has done so far is it start showing the solarus logo, then it goes to the look alike zelda a link to the past title.

The thing i try to do and understand is that when it is at the title screen, it then ask as: press space bar (example). Also the "title music" play in loop wich should not (except when returning to the "intro title" from start). Brief it repeat once. If no spacebar has been touch then it go at an other menu. This menu tell some story showing some images and text similar as children of solarus.

When this story telling menu is shown, pressing on some button make it go back to the title intro asking again (space bar "example").

When the (space bar) is pressed, then it goes to an other menu as Children of Solarus having the possibility to have 3 saved games. This menu has the possibility to "erase" a saved game of the choice (to start new account). When a save place is choosen and there is no name. The user see a menu that he/she write a name, then choose the OK; this goes back to the save name selection menu.

When a name is selected, then the player goes on some map at some point. I have made no maps so far, but i have put on some paper for quite some time this idea of mine of 81 world side scrooling maps. (9 horizontal by 9 vertical). As the old Nes Zelda 1, the caracter passed from one map to an other.

Except this time passing from one map to an other will be more difficult, since the player will need some items find in some dungeons. Like a (rope) that make link walk onto to use as a bridge, that the (rope) goes back automaticly when being on an other map beside. The use of some (arrow) that shot some target, that make a bridge apear. The use of some (lamp) that could make apear some entrance or bridge apear. The use of some (swimming tool) to swim into deep water, passing from one map to an other.

So the items find into dungeons will not only serve in the dungeon, but also for the world. Passing from a village to a dungeon to the next village to the next dungeon. The quest will be quite very long. I even have drawn on computer the image of the idea of the 81 maps.

I have put a zipped file of near 73mb on my google drive of the "data" that is done so far. The folder "data" has a longer name. Just rename the folder "data". You can open it with the latest Solarus Quest Engine and try running it also to see (there is really nothing much done). I have also added a folder to the zip file so you could have some ideas of the world.

Even if i know that it dont have any virus into, i encourage that you antivirus check the file. Here is the link to the zip file of what ive done so far: https://drive.google.com/file/d/1_arf-WzYhpVEDUWjEIsjrOL_9arQf_3d/view?usp=sharing

A+

I have read what you said and i have looked at the files, but i am sort of confused about how I can help you. I dont really catch it from what you wrote.

So, assuming you're asking the question in the title of the topic, is there a free converter to .it from what? I don't know that you can convert to .it files from like, an MP3 or WAV, since my understanding of .it is that it's closer to music for a player piano, or directions for an orchestra, than to a recording, or audio file.

Good luck with your project though. Solarus definitely won't be as easy to learn as RPG Maker- that's because Solarus lets you do more and allows you more freedom. But I'd recommend starting with the map editor, and creating some basic overworld maps to start learning. The title screen you're describing is going to be much more complicated to make, and will involve a lot of coding and understanding of Lua. Just because it's the first thing you see when you boot up a commercial game doesn't mean it's the easiest thing to do.

I'd also recommend following Christopho's tutorials on youtube. It's a good place to start, and there's also a book that explains a lot about Solarus and can help you learn- it's available somewhere on the forums, you can search.

Making a game that's long is very hard and will probably take several years, so best of luck sticking to that!

First Question:
The question is if there is a software that can convert an audio file as Wav, Mp3 to the audio format .It "impulse tracker"?.

In my text i have also an other question, that's why i have put on my google drive what ive done so far.

Second Question:
It is related to when you see the animation of triangles i have done, you hear the "title music". This music sadly loop if you let it play. I think there is something maybe in the "title menu" lua file that could correct this. Maybe you could look the LUA file and copy past some new code here, that i could put into the "title menu" lua file or some other lua file.

Because i'm a beginner its quite hard for me, that's why i download some Solarus games and try to understand it. I also try the youtube tutorials, but there are not clear enough for me to understand.

I have little programming knowledges and not related to Lua. I have some experience in building some pinball games and programming it, with the software Futurepinball. A great game i have created and programmed is Faxanadu X Pinball: https://www.youtube.com/watch?v=k8WfkmrTzuo I have build free pdf guides of this software, and intend in time to create some solarus pdf guides also.

What i have understand so far is that the command in Lua called "Local" mean to create some (variable) and giving it a name. Into the programming Visual Basic the command name is "Dim" that also mean to create some variable.

If some of you have seen the outside world map idea, and following the zones of the world. You understand that it start on the map "E5" wich is the village 1. From it the caracter go to the dungeon 1 at the zone map "B2". After the caracter reach village 2 at zone "I1", from it goes to the dungeon 2 at the zone of "I9". And so on, so you understand that the caracter travel a lot in the outside world.

Third Question:
What yould be the size of the map (height and width) that peoples would recommend. Thinking there could be fiew houses and a castle on some (zone map). Other map would have some water or some mountain. Brief so like that side scrooling from zone map "A1" to map "A2"; or side scrooling from zone map "A1" to mab "B1" could correspond to each other.

Thank's for your time.

A+

question 1: I havent done any sounds work yet, but i thought solarus used .ogg fileformat? Edit: apparently link to a the past used .it files. Never seen that before.

As i can read up on google, you can convert .it sounds  to mp3 files by simply recording the .it files sound, but you cant go the other way around, i cant find a converter that can at least. Why you want it in .it files? .ogg works fine for sounds in solarus. 

question 3: Size of the map depends on alot of things. How big are the characters and objects? In links awakening Link is 1x1 block big, a bush is 1x1, and tree is 2x2. The resolution is 10x8 blocks of 16px, so 160/128px. Minish instead used a link that is like 1.5 blocks tall and trees are 4x4 big and a bigger resolution. How big do you like objects to be? If you want something like links awakening a resolution of 16x9 blocks would be a good for a full screen resolution of 256/144px. That way each area could consist of a 16/9 block area separate by scrollers. That way you get areas like in links awakening, which was what you wanted right?

The map could then be made up of say like 12 by 8 of 16x9 areas.

you really need to spend some time in solarus and trying to build some maps with the tileset for fx zelda link to the past or links  awakening to get a feeling for how big everything is. How big should a house be in your game? 7x5 or 12x8 blocks? i spend a month with solarus before i began with a large map project. I just with programming in Lua. I would begin with basics of solarus before all this stuff.

.it is I believe "impulse tracker"
I think it's impossible to convert and audio file to an .it file. They're not the same kind of information. That's like asking if there's a program that can convert a WAV to sheet music. You can transcribe music to .it, but converting isn't possible since .it isn't an audio format, it's closer to midi

By the way, "local" isn't a command to create a variable, it's just specifying scope for the variable : )
I'd recommend not worrying about looping music and menus and stuff until you're more familiar with coding in Lua. Creating maps, and starting with coding there things like opening doors, is a better place to start generally. If you keep at it, you'll learn and eventually be able to create the menu music thing you're talking about.

So .it is more a piano file of informations. Well for peoples reading this i only have found some software that can convert .it sound file to a .wav sound file, the software is called JetAudio. So with an other software you can convert it to a .ogg audio file for Solarus.

Thanks also for the infos about the pixel size, because i have notice that in Solarus it ask how much pixel size (taille) is the map width and height. Just wanting to know what peoples suggest as size, brief to make it compatible with many operating system; so size 16/9 should maybe be fine.

I have made long time ago my game zelda, but because my computer hard drive has crached ive lost what ive done. I have think i have the copy on an external hard drive, but checking i realized that i should start from the begining because of so. Here is a youtube video (souvenir) of what ive done in the past that ive lost: https://www.youtube.com/watch?v=KGE5HdINZ70 . I even have made a map that had the words "Solarus Games" into. There was 50 maps on 81 that was made a year ago, all lost because of the hard drive crash. The computer had fallen down and it made the internal readers of the hard drive unable to read.

The world outside plan that i had made on paper, was made when i have played the snes zelda a link to the past; yup many years ago and solarus games at that time did not exist at all.

Well i must start to create maps again, i'm sure that the game will get bigger trough time. I always liked zelda, even have made and programmed in the past a zelda pinball game: https://www.youtube.com/watch?v=UeyuWxnhgjY

Thank's for your reply guys, i appreciate very much.

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if you use the zelda a link to the past tiles to play with you probably need a bigger resolution than screens of 16:9 blocks. zaltp used trees that are 4x4 and link is more than one block big. I would probably go for resolution of 416:240 then.

Thank's for the tip 416 by 240 of size. I have try this size, i think it could be some good size for house interior.
But i wonder for putting fiew houses and trees; like some ALTTP village. As example the village of the snes link to the past, for people remembering; the village where Link had some speeding shoes that catch the running sprite. I wonder what size is that map for Solarus.

I also wander what size is the map of the (exterior) of the church, the church that Link had bring Zelda from the castle of snes.

So like that i could compare these two maps size for solarus. Also with the infos of 416 by 240 that you have givin me, i could make some maps approximate of a multiple of 416 by 240; like the size of 832 by 480 as example. The tiles that would be used is from ALTTP.

Starting from the beginning for the exterior map, will take me many weeks thats for sure. I always hoped that one day there would be a free software as Solarus to create a world similar of what i have draw in the snes times. I'm sure it will be a great game, gonna take many months. Side scrooling from one map to an other i have understand, its quite easy. What will be for me more complicate is the events. As some On/Off switch, but also some events based on some conditions; this to make some little side quests also into.

Once again thank's for your time and help.

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FYI: ALTTP uses 1024*1024 regions, which can be divided into 2 to 4 subregions, horizontally, vertically or both.

True, basically areas of 128x128 or 64x128 64x64 blocks. Those sized actually work very well. My games map consist of those sized primarily.


Ok 1024 by 1024

Thank's guys, i appreciate very much.

There is many maps of this size i must do of the outside world 81 to be exact, similar as my old map drawn into my zip file.

I wonder also what amount of layers is recommended for each maps. As example Link passing behind a big tree, or maybe for hidden treasures, events, caracters and other things that i might forget.

I also wonder if there is some peoples that made pieces of maps, as houses, trees, parts of mountain rising, parts of mountain going deep, parts of castle, parts of the outside wall for deep water. Interior walls, interior walls with crack, interior walls with doors. Brief if some peoples had done these many things and is downloadable into a alttp zip file.

Why? Simply for helping my self as others that use the alttp tiles (for speeding the map creations).

Once again thanks to all.

A+

I have personally never used more than 0 and 1 layers, which is basically just for when the hero is behind some part of a tree or a house. I use a very top perspective like in link to the past. I am new to solarus too though, I began 5 months ago.

I dont know what you mean with creating pieces of maps and trees, and mountains. Do mean maps or do you mean tilesets of stuff? All the tiles I am making for my game is free to use. If you mean maps i would look at some of the games on solarus download page, you can open them in solarus and look at their maps. Ocean heart have some really good stuff, max is pretty good at creating interesting map areas.

If you want i can upload some of my tilesets, though I am not good a drawing yet. It still looks pretty basic :P

I think (s)he refers to maps with generic premade structures, which you can copy/paste then resize to your own needs. These maps are sometimes referred to as "store" for obvious reasons.

ahhh, I can see that now. I am not native in english either :D