Nevertheless, this latest version is a hit! As I already said: It enables the composer to dive into other dimensions. Apparently, the chip modulations represent features being similar to those you can find in a regular game boy tracker.
Congratulations, the bug works all smoothly and properly on my PC!
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If it comes to the crunch... you then better trust in FamiTracker!
There is another "channel" in the MMC5 chip, but as I understand it's just a register connected to a DAC and behaves like the DPCM-channel when used for PCM; in other words: it's useless, and I dunno if any game ever used it.
I am still confused concerning the konami channels: square 3 and 4 plus the sawtooth!
The pulse width is still strange to me and VRC- instruments sound a lot different if you activate the three lowest widths. the saw is then "rattling", similar to an unexpected "duty cycle" or something.
_______________________
If it comes to the crunch... you then better trust in FamiTracker!
I don't think additional DPCM channel is so useless. It will not affect to volume of triangle and noise, so you can use both digital drums and triangle with controlled volume changes, or you can use both digital bass and drums.
I've got one problem perhaps someone of you is also dealing with at the moment:
The .NSF- export is always a mess, whereas the .WAV-export works all properly.
In fact, it is the only "error" I could possibly find since I was updating my FamiTracker. *waiting for final version*
4 squares are appropriate for complex tunes or melodies just the way I like it. Only difficult to decide which sound hardware chip one should shoose at the beginning of each composition, because switching between the chips will eventually delete some channels.
_______________________
If it comes to the crunch... you then better trust in FamiTracker!
Only difficult to decide which sound hardware chip one should shoose at the beginning of each composition, because switching between the chips will eventually delete some channels.
For now it's quite easy: choose no additional chip if you want to make authentic 2A03 music (as in most NES games, I mean), or choose VRC6 if you want additional channels, because it surpass capabilites of MMC5.
That's clever indeed, the VRC6 chip is now working as a basis, default modulation, but there's a slight audible difference between the additional square channels of the VRC6 chip and those of the MMC5 add-on:
If I select the MMC5, the squares have exactly the same parameters and functions as the ones you can highlight and use within the 2A03 interface.
square channels connected with the Konami VRC6- interface are much alike the sawtooth. Only a maximum pulse width is comparable to a square sound of the original 2A03 mapper.
Is jsr going to expand functions and features like a "cycle pulse width" or something? Yet I do only like the sawtooth, both squares appear rather useless to me. A combination of 2A03- squares plus the sawtooth would definitely rock, but I'll try to get used to it.
_______________________
If it comes to the crunch... you then better trust in FamiTracker!
I am still confused concerning the konami channels: square 3 and 4 plus the sawtooth!
The pulse width is still strange to me and VRC- instruments sound a lot different if you activate the three lowest widths. the saw is then "rattling", similar to an unexpected "duty cycle" or something.
Do you mean the square waves on the VRC6 sound very different from the 2A03 ones when using the same duty cycles? If so, remember that the 2A03 duty cycles are 12.5, 25, 50 and 75% whileas the VRC6 are 6.25, 12.5, 18.75 ... ... 42.25, 50%. So to make the VRC6 squares sound like the 2A03 ones at duty cycles 0, 1, 2 you would have to use VRC6 duty cycles 1, 3, and 7, respectively. Duty cycle 3 on the 2A03 can't be imitated by the VRC6, but number 3 sounds exactly the same (except phase inverted, just like the 2A03 duty cycle 1).
On another note, yeah, a second DPCM channel wouldn't be useless at all.