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FamiTracker > General > FamiTracker Talk > NSF Importer v0.5 Owner: rainwarrior New post
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Posted: 2011-07-11 16:48 Reply | Quote
MrFTBN

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#19775
Im_a_Track_Man, did you forget to type something?

Posted: 2011-07-11 18:53  (Last Edited: 2011-07-11 18:56) Reply | Quote
Im_a_Track_Man

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#19781
Yes, yes I did

I finished it weeks before you posted.

and nicetas_c did it YEARS before I did.

EDIT: Sorry about posting that, I wasn't really in a good mood a couple of hours ago, so I posted that.

Edit x2: not this post, well this post AND the OST,

Posted: 2011-07-11 19:59 Reply | Quote
Kreese

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#19785
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?

Posted: 2011-07-11 20:06 Reply | Quote
rainwarrior

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#19786
Well, I don't make decisions about what goes into FamiTracker, but it's open source, and if jsr wants it as a regular feature that's fine by me.

Posted: 2011-07-11 20:27 Reply | Quote
Kreese

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#19787
Great! I hope to see it implemented, and with BIG credit to you! Easier if it's all in the same program...

Posted: 2011-07-11 21:30 Reply | Quote
jrlepage
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#19793
rainwarrior wrote:
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.


Attachments:
mysong.ftm (36 Kb)
mysong.nsf (32 Kb)
Posted: 2011-07-11 22:17 Reply | Quote
rainwarrior

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#19798
Hmm, that's an interesting example.

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.

Posted: 2011-07-11 22:58  (Last Edited: 2011-07-11 23:04) Reply | Quote
rainwarrior

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#19811
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?

Posted: 2011-07-12 00:42 Reply | Quote
jrlepage
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#19816
rainwarrior wrote:
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?

Posted: 2011-07-12 01:06  (Last Edited: 2011-07-12 03:31) Reply | Quote
rainwarrior

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#19817
Already implemented, though I don't think it's really going to be that useful.

I don't know when I will release another version, but it's only been a few days; not time for that just yet.

Posted: 2011-07-12 01:26 Reply | Quote
jrlepage
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#19819
Yeah it's not like it would be a deal breaker or anything :p It's just nice to have it handy I guess.

Posted: 2011-07-12 02:01  (Last Edited: 2011-07-12 02:04) Reply | Quote
Xyz_39808

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#19821
[edit: forgot quote]
jrlepage wrote:
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

Posted: 2011-07-12 02:25  (Last Edited: 2011-07-12 03:13) Reply | Quote
TechEmporium

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#19824
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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Posted: 2011-07-12 03:30 Reply | Quote
rainwarrior

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#19829
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.

Posted: 2011-07-12 03:43 Reply | Quote
jrlepage
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#19830
Xyz_39808 wrote:
[edit: forgot quote]
jrlepage wrote:
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)

Indeed it is. I've tried playing it before but I'm useless at Japanese.
Xyz_39808 wrote:
Track 17 is missing its Bxx

Thanks, that one slipped by somehow. I'll make another rip when the next release of importer is out, to fix the issue with note relese.

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