OK. I need a frame jump effect. Also I didn't know you couldn't customize SMS instruments. Or at least I hit F1 and nothing happened.
The attached DMF file is from Conan for the NES.
About the instrument editor of the SN76489, it is not implemented yet, because that soundchip does not have a Envelope Generator. So, actually, there's no "instruments" like the FM Soundchips that DefleMask supports.
But in future releases I will "simulate" an envelope generator for the SN76489.
Thanks, Delek! I may only use this tracker for SMS because it's all I know how to use on there! Not that it's your fault or anything it's just that I don't know much about FM synthesis. I have another question. What if I play the same note twice in a row? It sounds like it's only one note. Is there anyway to make it sound like there's two notes without having to use a rest?
About the instrument editor of the SN76489, it is not implemented yet, because that soundchip does not have a Envelope Generator. So, actually, there's no "instruments" like the FM Soundchips that DefleMask supports.
Fairly sure this is incorrect. Instruments -- and volume envelopes -- can be defined. Sonic 1 for the Mega Drive, for example. Normally, SMPS's FM instruments are defined (and included) in the song, but the PSG is hard-coded in the game.
That said, when I've tinkered with Sonic 1 in the past, all I noticed was volume envelopes. Arpeggios and whatnot had to be done manually, but pitch modulation was an easily definable effect.
I only said that the SN76489 does not have an Envelope Generator, and that is true. Check out the SN76489 documentation for more information.
DalekSam wrote:
Instruments -- and volume envelopes -- can be defined.
No, instruments and volume envelopes can not be defined inside the SN76489, you're referring to the envelopes made outside the soundchip, they are sended using multiple volume commands at high rates.
DalekSam wrote:
Sonic 1 for the Mega Drive, for example. Normally, SMPS's FM instruments are defined (and included) in the song, but the PSG is hard-coded in the game.
SMPS?, you're talking about sound drivers?. I'm talking about the soundchip, for that reason we do not understand each other.
DalekSam wrote:
That said, when I've tinkered with Sonic 1 in the past, all I noticed was volume envelopes. Arpeggios and whatnot had to be done manually, but pitch modulation was an easily definable effect.
Obviously you will notice envelopes, but that does not mean that those envelopes are created by the soundchip internally.
DefleMask does not have an implemented envelope generator for the SN76489, in other words, only the register writes are processed. In order to support an envelope generator for those soundchips that does not have one internally (2A03, SN76489, etc), I need to code an external envelope generator, or a Macro. And that is not implemented yet.
Regards.
EDIT:
cak wrote:
Wonder Boy 3 contains vol envelopes and vibrato. But perhaps additional hardware was involved?
Not additional hardware, but additional software by the sound driver.
Hmm this looks pretty great, but I have one question.
Can you export these songs to a .bin file or something that a Genesis/Emulator can read?(Like how Famitracker exports to .nsf)
And if not, are you planning to implement something like that?
Hmm this looks pretty great, but I have one question.
Can you export these songs to a .bin file or something that a Genesis/Emulator can read?(Like how Famitracker exports to .nsf)
And if not, are you planning to implement something like that?
It is possible to convert the VGM files into BIN using VGMPlay, however, DefleMask will have a dedicated hardware player soon for the EverDrive.