Well I'll be damned. I've been trying to figure out a way to approximate FDS channels for a while to make Gameboy covers better, and I can confirm that it works quite well with Metal Gear Solid. That is pretty frickin sweet, if you ask me.
Now, if only figuring out stuff for the noise channel was just as easy...
you don't need to dump that row, just copy what you see
now multiply every nymber by 4, and then repeat it twice. here is an example
00112233445566035899aabbccddeef4
to
0,0,4,4,8,8,12,12,16,16,20,20,24,24,0,12,20,32,36,36,40,40,44,44,48,48,52,52,56,56,60,16
to
0,0,0,0,4,4,4,4,8,8,8,8,12,12,12,12,16,16,16,16,20,20,20,20,24,24,24,24,0,0,12,12,20,20,32,32,36,36,36,36,40,40,40,40,44,44,44,44,48,48,48,48,52,52,52,52,56,56,56,56,60,60,16,16
Why the fuck did you quadruple post to say jack shit?
Because I don't know how to delete posts.
:3c
Psst. Hey. Quick. Take a look up above your post. You see that Reply | Quote | Edit thing? Try clicking Edit. And be amazed at the crazy features that this forum has!
Isn't there an easier and more sure-fire way of getting the GB waveforms without having to meddle with print-screening foobar's oscilloscope?
Just isolate the wave channel, export it to WAV, open it in Audacity or any other audio editing software (or if all else fails, any sampler or sample-based tracker) and zoom-in as much as you can / crop it until you isolate a single waveform?
(Mind you I haven't tried this, but this seems like the surefire way to do it, I don't know...)
EDIT: In the I/O section you can actually use a few more things, which you might have noticed as the music goes: (in 8-bit view mode)
0x(FF11+5n) left digit: duty, 0 - 12.5%, 4 - 25%, 8 - 50%, C - 75% (arbitrary wave channel / noise channel - FF)
0x(FF12+5n) left digit: Volume
0x(FF12+5n) right digit: Fade envelope, 1~7 fade-out, 9~F fade-in, 0 stable (1, 9 being the fastest and 7, F being the slowest)
0x(FF14+5n) right digit: Period register high digit (does not apply to noise channel)
0x(FF13+5n): Period register low digit (for noise channel LSDJ can help you get a better idea)
where:
n = 0 - Square channel 1
n = 1 - Square channel 2
n = 2 - Arbitrary wave channel
n = 3 - Noise channel
NEED HELP ON 0xFF26
EDIT2: added example, still needs better reproduction of the noise channel
ElHuesudoII wrote:
Isn't there an easier and more sure-fire way of getting the GB waveforms without having to meddle with print-screening foobar's oscilloscope?
Just isolate the wave channel, export it to WAV, open it in Audacity or any other audio editing software (or if all else fails, any sampler or sample-based tracker) and zoom-in as much as you can / crop it until you isolate a single waveform?
(Mind you I haven't tried this, but this seems like the surefire way to do it, I don't know...)
looks like you haven't read page 2 lower part, instructing the use of GBS2GB and VisualBoyAdvance
looks like you haven't read page 2 lower part, instructing the use of GBS2GB and VisualBoyAdvance
looks like i haven't.
I gave it a read, quite interesting one really! Already checked out the three Zelda soundtracks - most of the waves are squares of different volumes. Oh god.
Now I understand why you're always so grumpy, nicetas.
Doing the shit you do is hard work. I just recreated another GSC instrument using your method. Sounds fine, but it took a few tries to get it down the right way. Let's just say, math isn't my best subject.