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Posted: 2011-06-28 16:23  (Last Edited: 2011-06-28 16:28) Reply | Quote
rainwarrior

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#18976
I mean lower the treble filtering frequency. It'll sound duller.

Also, the bass filter (highpass) probably removes any DC bias, so even if the original output wave was offset like NotSoFatso, that filter would knock it back down to oscillating around 0.

Posted: 2011-06-28 16:48 Reply | Quote
Kizul

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#18977


Posted: 2011-06-28 16:52  (Last Edited: 2011-06-28 16:59) Reply | Quote
vgthing

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#18978
Ok, never mind then. That's what I get for not reading every post. :P

Really though, the GB squares, as far as I can tell, sound exactly the same as the NES (especially if you have done the prosound mod and are recording through line-out). Though, because of the way LSDJ is laid out, you can get some really strange and interesting effects out of them that I have yet to see in FT. The hardware sweep function only applies to square 1. Volume ranges from 0-F.

The "wave" channel can either play PCM samples, or a 4 bit custom waveforms hand drawn or rendered by the hardware. These waveforms may have up to 16 steps that are played in sequence at a specified rate, or manually in whatever order. What I find really interesting though, is that it appears that 2 PCM samples can be played at once (unlike the DPCM channel in the NES). It's easy to see the potential of having sampled percussion and bass in the same channel (never tried it myself). Waveforms and samples only have 4 volume settings, 0-3)

The noise channel is set up a lot differently on the GB versus NES (at least how FT handles it). Instead of notes, you get hex values 00-FF. The first digit specifies the "shape". The second digit is the pitch, but is divided. 0-7 is basically the equivalent of the V01 effect in FT applied to noise, while 8-F is the V00 sound. Again, volume ranges from 0-F.

Also, the Game Boy has stereo sound, of course.

Posted: 2011-06-28 17:01 Reply | Quote
rainwarrior

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#18980
No, I don't have any recommendations for a setting. I'd have to do some science first. (I might not even be remembering correctly; maybe the GB had bright buzzy squares.)

Most analog audio hardware is going to have some sort of highpass filter to remove DC bias.

Posted: 2011-06-28 20:00  (Last Edited: 2011-06-28 20:22) Reply | Quote
Kizul

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#18981



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ancientcity2.ftm (11 Kb)
Posted: 2011-06-28 22:16 Reply | Quote
Mex

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#18987
Kizul wrote:
I think it is now pretty much as accurate as it's possible to be without using the N106 chip in place of the FDS.


That is a pretty big statement. Not to mention the fact that the clock speed is still at 60Hz, and that you use Axx and 4xx frequently in the cover.

It is a decent attempt at a remake of a Game Boy song on the NES, but certainly not accurate. Like the NES, in order to get true accuracy you would probably be best off having accurate volume envelopes (at the proper clock speed), and the proper period table to start.

But oh well, I am being nice and will still say it is a decent remake. Just be thankful nicetas_c isn't here or else this thread would be torn to pieces.

Posted: 2011-06-28 22:55 Reply | Quote
Kizul

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#18991


Posted: 2011-06-28 23:16 Reply | Quote
Mex

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#18992
Kizul wrote:
I don't know about 4xx, but unless Axx's timing changes depending on the song's tempo settings, A08/A04/A02/A01 (at the very least ) are almost spot-on with what I recorded directly from my Game Boy Camera.


Well lets take a look at the A0X envelopes;

A00: 15
A01: 15 15 15 15 15 15 15 14 14 14 14 14 14 14 14 13 13 13 13 13 13 13 13 12 12 12 12 12 12 12 12 11 11 11 11 11 11 11 11 10 10 10 10 10 10 10 10 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 7 7 7 7 7 7 7 7 6 6 6 6 6 6 6 6 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 0
A02: 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 0
A03: 15 15 14 14 14 13 13 12 12 11 11 11 10 10 9 9 9 9 8 8 7 7 6 6 6 6 5 5 4 4 3 3 3 3 2 2 1 1 0
A04: 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0
A05: 15 14 14 13 12 12 11 10 10 9 9 8 7 7 6 5 5 4 4 3 2 2 1 0
A06: 15 14 13 12 12 11 10 9 9 8 7 6 6 5 4 3 3 2 1 0
A07: 15 14 13 12 11 10 9 8 8 7 6 5 4 3 2 1 1 0
A08: 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
A09: 14 13 12 11 10 9 8 6 5 4 3 2 1 0
A0A: 14 13 12 10 9 8 7 5 4 3 2 0
A0B: 14 13 11 10 9 7 6 4 3 2 0
A0C: 14 12 11 9 8 6 5 3 2 0
A0D: 14 12 11 9 7 6 4 2 1 0
A0E: 14 12 10 8 7 5 3 1 0
A0F: 14 12 10 8 6 4 2 0

And not to mention this assumes that you are at volume F with no envelope. So as you can see a lot of these are very odd, A03 being a good example. Unless the planets are aligned, I would hazard to guess that these envelopes are not accurate to the original.

Also no, these macros do not change with different tempos.

Posted: 2011-06-28 23:55 Reply | Quote
Kizul

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#18993
Mex wrote:
Kizul wrote:
I don't know about 4xx, but unless Axx's timing changes depending on the song's tempo settings, A08/A04/A02/A01 (at the very least ) are almost spot-on with what I recorded directly from my Game Boy Camera.


Well lets take a look at the A0X envelopes;

A00: 15
A01: 15 15 15 15 15 15 15 14 14 14 14 14 14 14 14 13 13 13 13 13 13 13 13 12 12 12 12 12 12 12 12 11 11 11 11 11 11 11 11 10 10 10 10 10 10 10 10 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 7 7 7 7 7 7 7 7 6 6 6 6 6 6 6 6 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 0
A02: 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 0
A03: 15 15 14 14 14 13 13 12 12 11 11 11 10 10 9 9 9 9 8 8 7 7 6 6 6 6 5 5 4 4 3 3 3 3 2 2 1 1 0
A04: 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0
A05: 15 14 14 13 12 12 11 10 10 9 9 8 7 7 6 5 5 4 4 3 2 2 1 0
A06: 15 14 13 12 12 11 10 9 9 8 7 6 6 5 4 3 3 2 1 0
A07: 15 14 13 12 11 10 9 8 8 7 6 5 4 3 2 1 1 0
A08: 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
A09: 14 13 12 11 10 9 8 6 5 4 3 2 1 0
A0A: 14 13 12 10 9 8 7 5 4 3 2 0
A0B: 14 13 11 10 9 7 6 4 3 2 0
A0C: 14 12 11 9 8 6 5 3 2 0
A0D: 14 12 11 9 7 6 4 2 1 0
A0E: 14 12 10 8 7 5 3 1 0
A0F: 14 12 10 8 6 4 2 0

And not to mention this assumes that you are at volume F with no envelope. So as you can see a lot of these are very odd, A03 being a good example. Unless the planets are aligned, I would hazard to guess that these envelopes are not accurate to the original.

Also no, these macros do not change with different tempos.

Heh. Point taken.

I'd mostly meant A01/A02/A04/A08 as opposed to A10/A20/A40/A80, though; out of all of them, the former four come the closest to being the same as the original hardware.

Posted: 2011-06-29 18:19  (Last Edited: 2011-06-29 23:38) Reply | Quote
Kizul

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#19015



Attachments:
ancientcity3.ftm (18 Kb)
Posted: 2011-06-29 20:06 Reply | Quote
rainwarrior

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#19019
Why don't you think Famitracker runs at 60hz? (I'm pretty sure it does; I've synched it with 60hz video in the past.)

Posted: 2011-06-29 20:10 Reply | Quote
Kizul

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#19021


Posted: 2011-06-29 20:27 Reply | Quote
rainwarrior

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#19024
Well, the pitch is determined by the individual game's table of pitch values (arbitrarily chosen by the programmer) vs. the actual clock speed of the sound device (GB vs NES). So... both of those things are almost certainly different between Famitracker and a GB.

Posted: 2011-06-29 20:56 Reply | Quote
Kizul

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#19025
Hm. I suppose that's true. >.>

Posted: 2011-06-29 21:32  (Last Edited: 2011-06-29 21:33) Reply | Quote
Im_a_Track_Man

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#19027
I hope you find this SOMEWHAT helpful.

Apparently, the GB had no actual square wave. more of a mix between saw, square, and just a hnt of sharkfin

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