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FamiTracker > General > FamiTracker Talk > NSFPlay Synthesia 0.61 - keyboard visualizer Owner: Patashu New post
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Posted: 2013-05-24 07:30 Reply | Quote
Im_a_Track_Man

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#47940
finally the filter setting work without crashing the player.

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Posted: 2013-05-25 21:27  (Last Edited: 2013-05-25 21:31) Reply | Quote
Doommaster1994

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#47978
I tried it again and now it works. I guess it just needed a restart or something.

EDIT: I now see what the problem is. If the drums use the hardware decay, they don't display, but if they're just custom envelopes, they will display. For example, games like Anticipation or Star Wars (Beam Software version) don't display the drums.

Posted: 2013-05-26 13:41 Reply | Quote
Patashu

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#47991
Doommaster1994 wrote:

EDIT: I now see what the problem is. If the drums use the hardware decay, they don't display, but if they're just custom envelopes, they will display. For example, games like Anticipation or Star Wars (Beam Software version) don't display the drums.


Oh, I haven't heard about this before. Normal nsfplay does not track the volume change either?

Posted: 2013-05-26 20:16 Reply | Quote
jrlepage
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#47996
NSFPlay displays h/w volume envelopes by adding an E next to the volume value (which becomes the speed setting for the envelope), e.g. E 8.

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Posted: 2013-05-26 21:04 Reply | Quote
za909

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#47997
That actually sparks an interesting question for me...are there any games that use multiple hardware envelopes for a single instrument? Using speed $02 for a frame, and then $0F for a slow fade after a bit of a kick for example?

Posted: 2013-05-27 01:25 Reply | Quote
jrlepage
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#47999
No, because each hardware envelope starts at 15 and ends at 0.

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Posted: 2013-05-27 05:07  (Last Edited: 2013-05-27 05:09) Reply | Quote
rainwarrior

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#48002
jrlepage, it might actually be possible to do. I don't think I've ever tested it. The question is whether the envelope -rate- can be changed after it's triggered, and this might be the case.

I have not seen any game attempt to do this, no. Volume macros are a much more versatile solution to the same problem, so I don't expect anyone would bother.

I will try to test this tomorrow when I get my NES back.

(Incidentally, whether or not variables can be changed after the sound is triggered is a huge area of stuff I need to test on the VRC7 as well.)

Posted: 2013-05-27 06:07 Reply | Quote
Patashu

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#48003
rainwarrior wrote:

(Incidentally, whether or not variables can be changed after the sound is triggered is a huge area of stuff I need to test on the VRC7 as well.)


I hope the answer is 'yes' so I can have VRC7 instruments evolving over the duration of a note with macros :o

Posted: 2013-05-27 06:28  (Last Edited: 2013-05-27 06:31) Reply | Quote
Doommaster1994

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#48004
I think some Chinese games use multiple hardware decays in one instrument. For example, check out track 2 in the NSF for Venice Beach Volleyball. The E # keeps decreasing every time a note plays on the first channel.

One question though; what's the difference between E # and L #?

Posted: 2013-05-27 16:38 Reply | Quote
rainwarrior

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#48010
Ah okay, that track does seem to be relying on it. Thanks. L is a looped envelope.

Posted: 2013-05-27 18:22 Reply | Quote
Xyz_39808

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#48013
Patashu wrote:

I hope the answer is 'yes' so I can have VRC7 instruments evolving over the duration of a note with macros :o

Patch slides

Posted: 2013-05-28 03:36 Reply | Quote
Doommaster1994

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#48017
You're welcome. And thank you for telling me about L.
Another game to do that hardware decay thing is Puzzle and I think Tiles of Fate. Like I said, most of those Chinese ones. Puzslot is the only licensed Famicom game I know of to do it also.

Posted: 2013-05-28 08:29 Reply | Quote
rainwarrior

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#48020
Just tested this on my NES. Yes, you absolutely can adjust the envelope rate after note trigger.

Posted: 2013-05-28 10:15 Reply | Quote
jrlepage
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#48023
I suppose the reason nobody's bothered doing it is because using software envelopes is much more convenient.

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Posted: 2013-05-29 06:36  (Last Edited: 2013-05-29 06:36) Reply | Quote
za909

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#48031
That's interesting, I'll be sure to check how SMB reacts to this once I start hacking its music. The instruments are simply 8-bit values written to $4000 and $4004 so hopefully I could use the envelope generator like that.

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