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FamiTracker > General > FamiTracker Talk > VGM Music Maker - a Sega Genesis tracker Owner: Shiru New post
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Posted: 2011-12-13 20:46 Reply | Quote
DalekSam

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#27479
I usually drag my files, though I've had stubborn files where I've needed a command prompt, primarily due to spaces and/or long names. The likes of 33.vgz and GHZ.vgz aren't exactly the most clean things to keep in track of, but it works nonetheless.

Posted: 2011-12-13 21:43  (Last Edited: 2011-12-13 21:45) Reply | Quote
Doommaster1994

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#27483
Well, had I known you could just simply drag-and-drop the file into the executable, then I never would have done it 'my' way. Don't know how I wouldn't know that though, since I am a C++ programmer.

Posted: 2011-12-17 20:22  (Last Edited: 2011-12-17 20:30) Reply | Quote
MovieMovies1

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#27629
I don't know if this this is a bug but:
Operator algorithm 7 makes weird sound when I try to make an organ sound. It's like they mix the wrong way.

Posted: 2011-12-18 11:46 Reply | Quote
Shiru



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#27660
'Weird sound' and 'organ sound' aren't certain parameters, I can't really tell anything on this.

Algorithm 7 connects all the outputs in parallel, it is simplest of all the algorithms, so it has lowest probability of an error in mixing among all the algorithms.

Posted: 2011-12-18 13:13 Reply | Quote
MovieMovies1

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#27661
Example file.
When I try to make an organ sound, it does not sound like what I want at all.


Attachments:
buggy_organ.vge (0 Kb)
Posted: 2011-12-18 14:41 Reply | Quote
Shiru



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#27668
When a slot envelope is highlighted with red, this mean you'll get sound distortion.

You should understand that 'it does not sound like what I want at all' is not something that could be answered in a certain way - I have no idea what do you expect and why.

Posted: 2011-12-18 17:32 Reply | Quote
MovieMovies1

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#27674
Oh. I forgot that. Sorry.

Posted: 2011-12-31 22:58  (Last Edited: 2011-12-31 23:06) Reply | Quote
MovieMovies1

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#28200
1st thing I've ever finished with this tracker.
It's a cover of Mex's "Path to Sanity".

EDIT: Why did the file disappear? Well at least now it is here!


Attachments:
p2s.vge (27 Kb)
Posted: 2011-12-31 23:03  (Last Edited: 2012-01-01 03:17) Reply | Quote
Raijin

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#28201
Sweet. I'd like to hear that. Seems that song is quite popular.

Edit: Sounds really cool. I should try to cover it as well just for fun =P

Edit2: I covered it as well. It seemed like a good song to practice "that" style. I highly recommend listening to it with the "FM/PSG Balance" slider all the way to the left.

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Attachments:
path_to_sanity.vge (15 Kb)
Posted: 2012-01-14 04:47 Reply | Quote
Thom

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#28656
I wonder if any programmer is nice enough to implement PCM playback through the PSG..... Like After burner two. Hell we could do 2 channel playback on the FM6 similar to Skitchin

http://www.youtube.com/watch?v=YAHa9-1Pxlc

Posted: 2012-01-14 20:35 Reply | Quote
Raijin

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#28666
Skitchin' only used the Genesis' only PCM channel. There is no more than 1. It just combined a guitar and drums into the one channel. I asked Shiru before if it would be possible to add a feature to be able to mix samples so you wouldn't have to edit multiple ones together because it's pretty tedious to do that. Plus I already asked Delek about it before as well. He said someone tryed that before and the Genesis would slow to a crawl and probably just stop altogether if people used PCM like that IIRC.

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Posted: 2012-01-15 00:20 Reply | Quote
Thom

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#28674
Raijin wrote:
Skitchin' only used the Genesis' only PCM channel. There is no more than 1. It just combined a guitar and drums into the one channel. I asked Shiru before if it would be possible to add a feature to be able to mix samples so you wouldn't have to edit multiple ones together because it's pretty tedious to do that. Plus I already asked Delek about it before as well. He said someone tryed that before and the Genesis would slow to a crawl and probably just stop altogether if people used PCM like that IIRC.



That's not possible how skitchin used the PCM. The guitar and drums are being played interdependently which means it used more than 1 sound channels(probably more for the voice sfx) It is entirely possible to write two channel PCM for the Mega drive. This game probably used good software coding to reduce slow-down. Another game is Vapor trail.

I wonder about using the PSG for PCM though.

Posted: 2012-01-15 08:29  (Last Edited: 2012-01-15 08:46) Reply | Quote
rainwarrior

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#28687
--- (nevermind)

Posted: 2012-01-15 20:19 Reply | Quote
Shiru



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#28699
There is no point to use PSG or normal FM channels to play samples, because they would have (much) lower resolution than FM6 in PCM mode.

It is possible to mix together few PCM sources into one, some commercial games mix 1-4 channels. I'm personally made a 4-channel PCM player years ago. However, more channels means lower resolution per channel and lower volume of every channel (to avoid clipping when few sources are active).


Why this is not in VGM MM - it is designed for an abstract sound driver (which is still does not exist, by the way). Things like software mixed PCM channels, PCM volume and resampling would require to have a very exact driver and to customize the editor for the driver. And for many channels or resampling the driver would require to use both Z80 and M68K, which is not very good approach for games and demos.

My position here is that the only reason to have a custom tracker like VGM MM is to produce data to use on the console. Thus it should be limited to set of features that is practical, useful for a wide range of goals, instead of very specific purposes like pushing the hardware to the limits (many PCM channels is the case).

Posted: 2012-01-15 20:40 Reply | Quote
Thom

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#28701
Though I wish the Mega drive tracker could use different pitches for the notes. I would make a good 1 channel PCM for instruments and save RAM/ROM.

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