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FamiTracker > General > FamiTracker Talk > NSF Importer v0.5 Owner: rainwarrior New post
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Posted: 2011-07-19 22:35 Reply | Quote
Demick12

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#20081
To make a comment here:

I have always wondered how to do certain things in tracking, and since I actually slowed down the speed of my emulator to find out how some of the KONAMI composers did their best work to get that "sound" I enjoy so much, I am glad I don't have to do that anymore with tools like this. I can take some techniques and apply them to see if I can do other things with it. Good example, I created something Gradius III-ish by accident in a tracker without meaning to do so all because I applied what I had learned from a SPC to IT conversion of some of the Gradius III tunes.

Why Cirno's theme when Youmu's theme sounds more lush? Just an opinion.

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Posted: 2011-07-19 22:49 Reply | Quote
Rushjet1
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#20082
Delek is just worried that this tool will make it easier for people who rip off songs to rip off more songs. I don't think he's saying that now that we can open NSFs, everyone is a pirate and YARRRRRRRRR ME MATEYS, PLUNDERIN' SOME NSF GOLLLLLLLLD

Posted: 2011-07-20 03:54 Reply | Quote
jrlepage
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#20100
@rainwarrior: I know this is from a few pages ago and the problem has been fixed, but you asked me a question which I didn't know the answer to then, but now I know!

You asked me how kwakalicious was compiled, if it used a special program or something.. Well it did! Sort of. Some mad google skillz revealed that it was put together using IT2NSF, quite simply.

Posted: 2011-07-20 04:54  (Last Edited: 2011-07-21 02:16) Reply | Quote
TechEmporium

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#20105
Im_a_Track_Man wrote:
of imposing your opinions on people, or tired-tired?


Delek didn't impose his opinion on anyone; he just expressed it. He's also most likely tired of my post because it does, to an extent, look like I'm imposing my own opinion on him (& for that, I apologize).

Anyways, back to the importer; I've yet to find any new bugs for the time being. I wonder how well the importer can handle 1xx, 2xx, 3xx, 7xx, Hxx & Ixx effects. Sadly, I don't have any songs that use any of those effects.

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Posted: 2011-07-20 05:02  (Last Edited: 2012-10-25 08:00) Reply | Quote
gyms



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#20106


Posted: 2011-07-20 05:24  (Last Edited: 2011-07-20 05:30) Reply | Quote
jrlepage
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#20108
TechEmporium wrote:
I wonder how well the importer can handle 1xx, 2xx, 3xx, 7xx, Hxx & Ixx effects. Sadly, I don't have any songs that use any of those effects.

That's because it handles those using the Pxx command (1xx, 2xx, 3xx, Hxx & Ixx) and the volume column (7xx). The hardware pitch slides are approximated because the importer doesn't support their 120Hz update rate.


Attachments:
smb1pipe.ftm (1 Kb)
smb1pipe_import.ftm (1 Kb)
Posted: 2011-07-20 05:29  (Last Edited: 2011-07-20 05:35) Reply | Quote
TechEmporium

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#20109
So, the use of Hxx & Ixx causes an issue with the converted data because the program lacks support for it.

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Posted: 2011-07-20 05:52 Reply | Quote
jrlepage
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#20111
That is correct. As for 1xx, 2xx and 3xx (and 4xx even), they're really automated Pxx commands that happen at 60Hz, which is why the importer 'translates' them as such.

Posted: 2011-07-20 05:57 Reply | Quote
rainwarrior

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#20112
Yeah, the hardware sweeps should come up pretty close. The 60 vs 120hz thing isn't really that noticeable, but the thing I do notice is the phase resets (hardware sweep is exempt from this problem).

I could support it, maybe, but it doesn't seem that important vs. the amount of work.

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

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#20115
That is unless someone alternates between the Hxx & Ixx effects repeatedly, like the attached demo. It will eventually level itself at certain points of its play time, but it will also detune itself afterwards, following an alternating pattern.

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Attachments:
hxxixx.ftm (1 Kb)
hxxixx_bug.ftm (21 Kb)
hxxixx.nsf (4 Kb)
Posted: 2011-07-20 06:46 Reply | Quote
rainwarrior

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#20119
Hmm, I'm not seeing any detuning in your example, the only difference is that the timing of the up-sweep is sliding slowly, which I can actually hear happening in the NSF in both NSFPlug and NotSo Fatso. (You'll hear the highest pitch slowly get clipped off more and more over time.) It's just more pronounced with the 60hz approximation.

Also, both of these NSF players are giving more or less the same sound output as each other, but your original version in FamiTracker sounds different (sounds like the sweep up isn't going as high).

Posted: 2011-07-20 07:07  (Last Edited: 2011-07-20 07:07) Reply | Quote
TechEmporium

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#20121
Ah; you've explained what I noticed better than I could.

And yes; the sweep-up isn't going as high in the original version as it is in the importer's output (until it clips off after a while). The different values I've used in the Hxx & Ixx effects are to cause what I feel is a fairly decent stress test, as the first line of frame 00 could eventually be misinterpreted by the importer (due to its lack of support for the 120 Hz update rate).

But this is just my usual rambling.

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Posted: 2011-07-20 07:47 Reply | Quote
rainwarrior

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#20127
Fun fact 1: Hxy sweep periods are have a length of x+1 of the 120hz frames. So, except for H0y it's actually acting at 60hz or slower.

Fun fact 2: Square 1's downward hardware sweep has an extra +1 per period, causing it to fall very slightly slower than Square 2's. (FamiTracker 0.3.6 doesn't emulate this, though there is commented-out code for it.)

Unfun fact: I have no idea yet why the timing slips in your example for NSFPlug/NotSo Fatso.

Posted: 2011-07-21 02:18 Reply | Quote
TechEmporium

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#20191
Perhaps the key to the incompatibility in NSFPlug/Notso Fatso is in the commented-out code. Perhaps this code is incomplete, or is causing some incompatibility with NSF export.

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Posted: 2011-07-21 02:35 Reply | Quote
rainwarrior

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#20193
No, it's not that. The way it is right now, Square 2 would be different, not Square 1. (Also, only for Ixx. Hxx is unaffected.)

I haven't taken time to figure out the real cause. I suspect the difference is in how/when the sweep period is reset.

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