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I do [url=http://famitracker.shoodot.net/forum/posts.php?id=2482]all the time...
Granted... if you mean GBS export... that's a completely different story.
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EDIT: Sorry, but if he's already spent 6 years perfecting an NES tracker, why would he spend more of his free time building us a GameBoy tracker that he would spend years developing when there's already LSDJ, and another one whose name escapes me.
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Also, for emulating the Game Boy 'WAVE' channel with the FDS channel, I use doubled steps* of 4 from 0 to 60 (so a sawtooth wave mixed with a 50%-duty pulse wave would look like: 0 0 4 4 8 8 12 12 16 16 20 20 24 24 28 28 32 32 36 36 40 40 44 44 48 48 52 52 56 56 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60), and volumes of 0, 2, 4, 6 and 8 on the FDS channel itself. Anything louder is too loud. xD
I will note that the Noise channels on the NES and Game Boy seem to differ quite a bit; the Game Boy I think has a much wider range than the NES does.
*I say 'doubled steps' because the FDS waves are twice the length of the ones the Game Boy uses — thus, every bit must be doubled for the GB wave to fit correctly on the FDS's wave editor. The FDS wave is also about four times the 'height' of the GB waves, hence my 0-to-60-in-increments-of-4 scale — it's exactly sixteen steps, and gives you plenty enough volume. :D
There's probably a better scale to use (one that would allow you to use 0/4/8/C/F instead of 0/2/4/6/8 for volumes), but I can't be bothered to try and make one and also have it be centered on the FDS waveform editor. :[i][/i]|
[quote=Kizul]There's probably a better scale to use (one that would allow you to use 0/4/8/C/F instead of 0/2/4/6/8 for volumes)...[/quote]
I'm a noob compared to you but with an FDS volume of 20, the volume column levels I use are F/8/4/0 as the GB has only 4 volume settings for the wave channel.
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Oh dear god, GB/GBA has horrible sound hardware limitations. You can't change square wave volume without using one of the preset envelopes, resetting the wave, or using extremely precise timed code.