Now I've played with this function and I must say that I am really impressed. I tried with some nsf's and finally you can learn from the music made in games etc!
Will this be a part of the ordinary FamiTracker in the future, or will you keep it as your own work?
So... yes, you hit the nail on the head. It was the sustain bit, which is what FamiTracker does with note release. Here's a new import of that first track. (Obviously all the other tracks are probably missing note releases as well.)
Thanks for the new version!
I've found another possible issue with this, not sure though. It has to do with looped samples. I tried importing Bipolar Minds by ~J-@D!~, which uses custom bass DMC samples, but I'm pretty sure he used rests to stop his samples from looping, which I suspect the importer doesn't capture.
I don't know how DMC rests are accomplished... More learning to do.
There's something else that's really weird going on there, though. He's inserting raw PCM samples into the already playing DPCM to make a pop bassdrum on top of it. I can't really support that very well because he's writing that register value (Zxx) more than once per frame.
Well, it looks like mysong.nsf plays the sample with loop on, then on a later frame turns off looping and changes the sample length to play out to the end. I can't actually support this in FamiTracker. (Though it is a sensible way to end your looping sample.) I can't change loop/length settings on the fly.
Anyone know any original game NSFs with looping samples?
Anyone know any original game NSFs with looping samples?
I don't, sorry. :\
Oh yes, before I forget, small request: do you plan on releasing an update with bug fixes anytime soon? If so, do you think you could possibly implement a "pattern length" feature to override the default 256?
If anyone is interested, I just spent the last hour and a half ripping the entire Lagrange Point soundtrack, just for kicks. It's up for grabs here.
Haven't played the game (will very soon, since the HG101 article makes it seem it's in the easy-enough-to-read katakana/hiragana)
Track 17 is missing its Bxx
Hmm... Yxx effect... I'm not sure if there's a game that supported the sample offset technique. To be honest with you, there could be an RPG that may have it, but I'm not totally sure.
As for looping samples & sample rests, it could be done with two separate instrument files running the same sample. This brings up a problem when the program regenerates the original music with generic settings (the fact that the importer needs to reduce the number of instruments, to allow for the most generic output at 900 BPM, is the conflict when it comes to an NSF that originally had two DPCM instruments with/without looping).
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Two note entries with/without looping isn't going to help this case; I need to stop looping a playing sample. If retriggering it was an option the importer would already handle it fine.
Not sure what you're saying in parentheses there. What FamiTracker requires to play a DPCM sample is not as versatile as what the NES can do with it. Pitch, looping, and length are all independent things you could change without retriggering the sample.