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FamiTracker > General > FamiTracker Talk > Famitracker 0.3.5 beta Owner: jsr New post
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Posted: 2010-03-27 05:12 Reply | Quote
Vanya

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#5033
nicetas_c wrote:
Accidental double post, so I'd use it anyway.

EDIT: As long as a bunch of notes are detached using the Sxx command, EVERY note effect (including arpeggio, vibrato, pitch slide etc. excluding back to frame, halt etc.) will be cancelled.

EDIT2: I uploaded a Mega Man 1 boss battle demonstrative cover to test the ability of the new Sxx effect. Sxx makes life easier but in return needs a channel volume for each note and an instrument-made triangle drum.


Mind if I use that for my fan game?

Posted: 2010-03-27 07:03 Reply | Quote
CracKman

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#5034
DPCM editor bugs:
-When you select a part of sample from right to left and press delete, it deletes the last part of sample, not which you selected.
-If the sample is too short(after you deleted most of it) and you press play, Fami freezes

Thanks for the new features, jsr

Posted: 2010-03-27 08:24 Reply | Quote
nicetas_c



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#5035
Vanya wrote:
Mind if I use that for my fan game?


No.

However, the triangle drums are wrong. Here is a fix:


Attachments:
mm1_boss.ftm (4 Kb)
Posted: 2010-03-27 15:17 Reply | Quote
Vanya

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#5037
Cool.
Let me know if you make any more. I'm trying to get the whole original soundtrack.

Posted: 2010-03-28 11:59 Reply | Quote
nicetas_c



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#5062
jrlepage wrote:
Bugs:
-Custom VRCVII instruments in loaded modules "freeze" (refuse to play) upon trying to modify them. The only way to solve this is to open another module WITHOUT saving, and then reopening it.

When custom instruments are modified, the four bars (attack, decay, sustain, release) on both sides are reset to 0, so to solve this the composer must remember the settings on those eight bars (four on modulator, four on carrier).

Hope this helps because I'm not sure whether the bars always reset.

Posted: 2010-03-28 18:50  (Last Edited: 2010-03-28 23:46) Reply | Quote
StudioAru

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#5063
After exporting my VRC7 cover of +33 by Ryuichi Sakamoto (just to see what garbled trash it would produce), and I've noticed (and tested out) that the only thing that exports correctly is channel 1 of the VRC7 track.

Everything else except that very channel is corrupted somehow. Here are some observations:
- VRC7 channels that aren't channel 1 plays G notes regardless of octave when G, A, and B notes are supposed to play and doesn't play C, D, E, and F notes when they are supposed to.
- 2A03 channels behave erratically based on what's inputted in the VRC7 channels. I tested this out by modifying TechEmporium's test1 file to not trigger VRC7 notes. Glitches still occur, however (2A03 triangle only plays and the low E note in that channel becomes a detuned high E when VRC7 notes aren't programmed).

Other bugs I've encountered that are related to FamiTracker:
- Undoing a note on the VRC7 channel with recently added rows causes those added rows to be filled with --- 00 0 --- on every channel.

Posted: 2010-03-28 23:12 Reply | Quote
Dave
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#5069
i think for the record we should just say VRC7 export is broken and not to use it for the time-being.

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Posted: 2010-03-29 04:24 Reply | Quote
TechEmporium

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#5074
I agree with that.

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Posted: 2010-03-29 12:37 Reply | Quote
nicetas_c



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#5081
Completed the Super Mario 64 "Slider" to test the note release and the 1xx/2xx pitch slides on VRC7 channels.

It worked well, with the only problem that I don't feel like I'm tracking in 8-bit.


Attachments:
sm64_slider.ftm (30 Kb)
Posted: 2010-03-29 18:56 Reply | Quote
nintendude8

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#5084
i am amazed how much this sounds like genesis

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T______T <3 Posted: 2010-03-29 19:26 Reply | Quote
Demick12

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#5085
Have you made the 3.5 final yet? It's been months since I've been here, but I AM looking forward to the final. My first try on 3.5 beta was Dreams Come True (Sonic the Hedgehog reference ^__^). This is shaping up to being a quite awesome super-tracker!

I love the implementation of the KONAMI VRC7 and the FDS. Coolness! I am itching to see the finished product. ^___________^

out of 5 so far...

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Posted: 2010-03-30 00:50 Reply | Quote
ElHuesudoII

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#5090
Not sure if it's supposed to happen like this, but the notes beyond G#5 in any FDS instrument are a bunch of random garbled notes...

Posted: 2010-03-30 01:54 Reply | Quote
jsr
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#5091
Thanks for the response all. I've fixed a couple of bugs now (including VRC7 export) and will upload an update later.

ElHuesudoII: The FDS cannot reach high notes because of hardware limitations, and the note isn't clipped so it wraps around. One way to reach higher is to repeat the wave, each time will double the octave.

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Posted: 2010-03-30 02:27 Reply | Quote
ElHuesudoII

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#5092
Nice to know, thanks.

Posted: 2010-03-30 04:47 Reply | Quote
tssf



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#5099
nicetas_c wrote:
Completed the Super Mario 64 "Slider" to test the note release and the 1xx/2xx pitch slides on VRC7 channels.

It worked well, with the only problem that I don't feel like I'm tracking in 8-bit.


That's how I feel when I listen to anything that uses these chips in an NSF file. It's not a true NES song.. there are some very cool songs that push the limits of the original hardware though, without adding chips.. Hooray for limitations!

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