MUS (AdLib)
Music | |||||
Developer: | Ad Lib, Inc. | ||||
Header: | Custom | ||||
Content: | Notational | ||||
Instruments: | External | ||||
Target Output
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Released: | 1988-06-29 | ||||
First Game: | Kung Fu Louie Vs. The Martial Art Posse (DOS) | ||||
Extensions |
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This format houses AdLib notes along with a SND file that houses the instrument definitions. In that respect, it's very similar to AdLib's ROL format. Also the notation is very similar to MIDI, but it has some differences. MUS files appear to be compiled ROL files and the SND file is like a compiled BNK file.
Some of the artists who composed music for games that used the MUS format, wrote their music in AdLib Visual Composer, which uses the ROL format.
Contents
Players
- AdLib Play - DOS
- Camoto - Linux, Windows
Converters
MUS to ?
- Camoto - Linux, Windows - ?
- Vinyl to CMF - DOS - CMF
? to MUS
- AdLib Convert - DOS - ROL
- Camoto - Linux, Windows - ?
Games
Released |
Title |
Sample |
1989-??-?? | Kung Fu Louie Vs. The Martial Art Posse (DOS) | |
1989-??-?? | Weird Dreams (DOS) | |
1990-??-?? | DragonStrike (DOS) | |
1990-??-?? | Faces ...tris III (DOS) | |
1990-??-?? | X-Rock (DOS) | |
1992-??-?? | Balda (DOS) | |
1992-??-?? | Color Lines (DOS) | |
1992-??-?? | Regatta (DOS) | |
1992-??-?? | Vetka (DOS) | |
1994-??-?? | Nine (DOS) | |
1995-??-?? | Vinyl Goddess From Mars (DOS) |
Technical
- MUS files usually begins with one byte of 0x01, 35 bytes of 0x00, and one byte of 0xF0.
- MUS files always ends with 0xFC byte.
- MIDI data notation is very similar to SCI (delta-ticks has same format).
- It is technically possible to convert MUS file to MIDI with few modifications.
- The file header is documented in the source file CONVERT.H of AdLib Play.
File Header
Data type |
Name |
Description |
Default value |
UINT8 | majorVersion | Major version | 1 |
UINT8 | minorVersion | Minor version | 0 |
DWORD | tuneId | Melody identification | 0 |
CHAR[30] | tuneName | Melody name | |
UINT8 | tickBeat | Ticks per beat (BPM) | 240 |
UINT8 | beatMeasure | Beats per measure | |
DWORD | totalTick | Length of melody, in ticks | |
DWORD | dataSize | Length of melody's data part | |
DWORD | nrCommand | Total number of commands in melody | |
BYTE[8] | filler | Padding (Unused) | 0 |
UINT8 | soundMode | 0 = melodic, 1 = percussive | 1 |
UINT8 | pitchBRange | Pitch bend sensitivity (1-12) | 1 |
WORD | basicTempo | Basic tempo (PPQN) | |
BYTE[8] | filler2 | Padding (Unused) | 0 |
BYTE[dataSize] | data | Melody MIDI sequence data |
- Note: Total number of commands in melody includes Note On, Note Off, Program Change, After Touch, Pitch Bend, Timing Overflow, System Exclusive and Stop.
Timing
The data part of the .MUS file contains midi 1.0 commands with timing bytes of 1/tickBeat. tickBeat is the number of divisions per beat. The relation between tickBeat, tempo (beat per minute) & frequency of the timing counter is:
frequency = (tempo / 60) * tickBeat
Timing bytes vary from 0 to 0xFE and precede every command. A timing byte of 0xF8 means timing overflow with a value of 240. An overflow byte is always followed by another overflow byte or timing byte.
MIDI Notation
- The most of status bytes are compatible with MIDI standard.
- Running status mode is supported and used by default.
MIDI message |
Description |
8# xx xx | Note Off (MIDI compatible) |
9# xx xx | Note On (MIDI compatible) |
A# xx | Volume Change |
B# xx xx | Control Change (unused) |
C# xx | Program Change (MIDI compatible) |
D# xx | Channel Aftertouch (unused) |
E# xx xx | Pitch Bend (MIDI compatible) |
F0 7F 00 xx xx F7 | SysEx Speed Control (ends with F7) |
FC | Stop |
SysEx Speed Control
This special event is similar to MIDI Tempo event, but it specifies the playing tempo multiplier. It consists of an integer and a fractional part, in 1/128.
Byte |
Description |
0xF0 | Beginning of SysEx |
0x7F | Universal Realtime Command |
0x00 | Reserved |
XX | Integer part 1 = 100%, 2 = 200%, etc. |
XX | Fractional part 1/128 0 = 0%, 128 = 100%, etc. |
0xF7 | End of SysEx |
Channel Utilization
The channel utilization is the same as in the MDI format.
Hex channel |
MIDI channel |
Use in melodic mode |
Use in percussive mode |
0x00 | 1 | Normal instrument | Normal instrument |
0x01 | 2 | Normal instrument | Normal instrument |
0x02 | 3 | Normal instrument | Normal instrument |
0x03 | 4 | Normal instrument | Normal instrument |
0x04 | 5 | Normal instrument | Normal instrument |
0x05 | 6 | Normal instrument | Normal instrument |
0x06 | 7 | Normal instrument | Bass drum |
0x07 | 8 | Normal instrument | Snare drum |
0x08 | 9 | Normal instrument | Tom tom |
0x09 | 10 | Unused | Top cymbal |
0x0A | 11 | Unused | Hi-hat cymbal |
0x0B | 12 | Unused | Unused |
0x0C | 13 | Unused | Unused |
0x0D | 14 | Unused | Unused |
0x0E | 15 | Unused | Unused |
0x0F | 16 | Unused | Unused |
Default Timbre
Player should load this timbre if it isn't found in the sound bank:
OPL base register |
Value |
Description |
0x20 | 0x01 | Modulator characteristic (Mult, KSR, EG, VIB and AM flags) |
0x23 | 0x11 | Carrier characteristic (Mult, KSR, EG, VIB and AM flags) |
0x40 | 0x4F | Modulator key scaling/output level |
0x43 | 0x10 | Carrier key scaling/output level |
0x60 | 0xF1 | Modulator attack/decay level |
0x63 | 0xF2 | Carrier attack/decay level |
0x80 | 0x53 | Modulator sustain/release level |
0x83 | 0x74 | Carrier sustain/release level |
0xE0 | 0x00 | Modulator wave select |
0xE3 | 0x00 | Carrier wave select |
0xC0 | 0x06 | Feedback/connection |
Links
- shikadi.net/moddingwiki/VGFM_Music_Format - Some technical information on the format at the DOS Game Modding Wiki (article should be renamed).