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Understanding the DPCM channel... Posted: 2007-09-06 08:34 Reply | Quote
cartridge

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#816
Sorry if this question seems a little dumb, but I don't have as much knowledge and understanding about NES and programming as I wish I did, and I apologize.

Anyway, I just had a quick question about the DPCM channel. In a Game Boy, (as seen in the LSDJ, or Little Sound DJ, program) the DPCM channel can play both short DPCM samples (typically used for drum kits) or drawn wave samples (typically used to gain an extra channel of either a square, saw, triangle, or other custom-drawn wave, at least if the wave is looped), but they cannot be used at the same time.

My question is could the DPCM channel on the NES/Famicom handle both .dmc samples and custom-drawn waveforms? If it could, I would like to suggest an extra option under the Instrument Editor, under DPCM Samples. In addition to the Load, Unload, Save and Import, could there be some sort of Create sample option, where you could either choose from a saw, square or triangle preset or draw a custom waveform? I would really appreciate it... but if it cannot be done because I misunderstood what the DPCM channel can do exactly, then don't worry about it ^_^;. Thanks!

Posted: 2007-09-06 20:23 Reply | Quote
Kreese

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#817
I know what your wishing for, and I really want it too, if it's possible in some way. Earlier there were some talk about this:
http://slack.net/~ant/misc/nes-saw/
I guess it's almost the same?

Posted: 2007-09-12 06:43  (Last Edited: 2007-09-12 06:44) Reply | Quote
alex_mauer

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#823
i was actually just trying to do something similar to this myself... using soundforge... its not working out very well... its probably easier to make my own DPCM data just using notepad than converting PCM to DPCM o.o

i am hoping for some kind of DPCM preset generator in the next famitracker as well - more than i'd want support for extra sound chips (you cant play those back on real hardware anyway)

~alex

Posted: 2007-09-12 23:43 Reply | Quote
jsr
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#825
The DMC doesn't work as the wave channel in the GB, so it won't be possible to use it for extra waveforms like that. An extra triangle can be done by using short tuned triangle samples, but square can't due to the nature of delta modulated sound.

Saw (and square) waves is possible by doing that excellent hack Kreese linked to, but it has bad support in NSF players. I've tried.

Posted: 2007-09-13 06:27 Reply | Quote
Kreese

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#827
Does it work on a real NES? Then f*ck the nsf-players, the have to support it! (You could support it in your own player, and be the first(?))

Posted: 2007-09-13 08:48 Reply | Quote
cina

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#828
A saw wave to use would be such an incredibly useful thing to have. If it works on a real NES and you can support it in your NSF player and Famitracker, it'll only be a matter of time until developers update their players to support the hack.

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Posted: 2007-09-16 00:46 Reply | Quote
jsr
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#832
Ah ok, might give it a try then.

Posted: 2007-11-01 06:47 Reply | Quote
cartridge

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#924
Sounds interesting :3. I'm looking forward to seeing it in action.

... but I might still be misunderstanding the differences between the Game Boy and NES DPCM channels. Does this mean Game Boy DPCM is programmable and NES DPCM is not? If it isn't, I could just settle with that saw/ramp/square/triangle hack, since that's most likely what I would use it for anyway :D.

Posted: 2007-11-08 03:03 Reply | Quote
nensondubois

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#925
Gameboy DPCM is programmable but the NES one isn't in theory.

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Posted: 2007-11-08 23:35 Reply | Quote
Strobe

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#927
excuse my besserwissing but GameBoy runs on PCM
channel, thats why its more flexible than the NES DPCM channel. its 2 totally different ways of handling waveforms!

While DPCM can only work in wave differences
(such as, Move wave up, move wave down)
hile PCM is storing the actual sample levels,
it makes the gameboy more suitable for samplemanipulation.


Posted: 2007-11-08 23:38 Reply | Quote
Strobe

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#928
http://www.owlnet.rice.edu/~elec301/Projects99/adda/dmod.html

Full explanation on how DPCM works! enjoy!

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