As I've said, the auto echo requires a lot of RAM, and additional CPU time, so no. If you'll check NTRQ, you'll see that the auto echo could be used only on single channel because of these reasons, and this is a dedicated musical program. Games have to use CPU and RAM for the game itself.
i like the idea myself. i think it's better to see nsf as a chipmusic platform, with all the expansions and things. it's good that we don't necessarily have to consider the ramifications of bankswitching, CPU usage etc. not having to work within the constraints of a game means we can just focus on the aesthetics of the sound chip(s.) if it's technically possible in nsf format, then it'd be great to see. autoecho would have some fun applications.
that said i think there are more important things to sort out first. it'd be a pretty major feature to implement.
Yeah it would be fun but I think the little work-arounds you have to compose give compositions their character. I'm not suggesting that echo would eliminate all character from the program and obviously, with that feature, I would be free to use it or not (probably would end up using it down the line!). But yeah, there are more fundamental things; particularly exporting that probably need going over first.
Hi, yeah it's been an awful lot of time since last update, I had to drop the work and focus on the studies a few months ago. I've started working on the update again, and progress is now: help files are updated (almost), VRC7 pitch sweeps are added, a few corrections are made to the VRC7 & FDS instrument editors (FDS now supports 32 volume levels for example) and a number of bug fixes. I have to say big thanks for the BUG LIST thread by nicetas_c.
I don't intend to release more betas, the next release will be real.
As I've said, the auto echo requires a lot of RAM, and additional CPU time, so no. If you'll check NTRQ, you'll see that the auto echo could be used only on single channel because of these reasons, and this is a dedicated musical program. Games have to use CPU and RAM for the game itself.
For auto echo, you could do what I'm doing and just have a function in FamiTracker create extra notes at the proper volume as an "auto-echo." That way it'd be done at compile time and not run time, and it wouldn't waste nearly as many CPU cycles, but it would still waste RAM as you've got extra notes.
I noticed something slightly wrong with the VRC7 chip. The instruments seem to be off tune a hair. They are just a tiny bit flat. If you could raise their pitch up a little it would sound right. Also, there is no 32 volumes in the program. At least I didn't see any. It seems to only go as high as 15.
I noticed something slightly wrong with the VRC7 chip. The instruments seem to be off tune a hair. They are just a tiny bit flat. If you could raise their pitch up a little it would sound right. Also, there is no 32 volumes in the program. At least I didn't see any. It seems to only go as high as 15.
The 32 volumes will be on the final release. He did say he doesn't intend to release more betas for this one, only the final.