|Developer:||Norbert Schmidt, Jochen Heß|
|First Game:||Das Telekommando kehrt zurück (DOS)|
PMM is a container format that combines AdLib music with samples. It is supported by PSM 2.00 Soundsystem.
- PLX - XMPlay
This table only lists the games that use PMM stand-alone. For the games that use PMM through a container format, see P2L.
|1993-1?-??||Das Telekommando kehrt zurück (DOS)|| |
|1994-0?-??||Magic of Endoria (DOS)|
|1995-0?-??||Falsches Spiel mit Eddie M. (DOS)|| |
|1995-0?-??||Jeff Jet - Abenteuer Infohighway (DOS)|
|1995-??-??||Hilfe für Amajambere (DOS)|
|1997-??-??||Die Enviro-Kids greifen ein (DOS)|
How to Obtain
PMM files usually have to be manually extracted from game files, a process that is different for pretty much every game that uses them.
All PMM files begin with "MTCVTS PSM 2.00" and 0 and, at offset 0x38, with "MDH" and 0. It is unknown what PMM, MTCVTS and MDH stand for.
A PMM file consists of one PMA file, up to 8 SMP (Palladix) files, a table with 4 volumes per sample, and a track that references these samples and volumes. The tempo of the PMM file is hooked to the PMA file. The samples are always played at their original frequency, limiting this part of the format to drums and sound effects rather than melodies.
The format does not support stereo and equalization itself, but the original drivers temporarily change the Sound Blaster mixer settings to hard-coded values and route odd channels (where musical tracks are preceded by sound effect slots) to the left speaker and even channels to the right speaker.