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FamiTracker > General > Bug Reports & Feature Requests > Request list Owner: Dafydd New Post(Locked)
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Posted: 2010-02-23 00:21 Reply(Locked)
jsr
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#4543
Preview of DPCM samples and clean up of instruments & pattern are added. If I get some time over then I'll upload a preview this week.

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Posted: 2010-02-23 11:40 Reply(Locked)
nicetas_c



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#4550
Request: The maximum number of songs in a single FTM should be higher so that it is easier to work with big soundtracks. The NSF file with the most songs I've seen is Gimmick! containing 106 songs, 86 of which are sound effects, but they are still 'songs'... I somehow estimate that the maximum number of songs in an NSF should be 256, so it'd be good if FamiTracker can also handle more songs in a single module.

Posted: 2010-02-24 16:44  (Last Edited: 2010-02-24 16:47) Reply(Locked)
Dafydd

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#4563
jsr - I'll keep it in the list until I see it implemented in a real release. That OK with you? Thanks for implementing it btw, DPCM preview would be extremely useful.

Posted: 2010-02-24 19:41 Reply(Locked)
ElHuesudoII

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#4566
Im heavily interested in N106 support

for obvious reasons

Posted: 2010-02-25 05:39 Reply(Locked)
Dafydd

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#4569
So obvious I doubt there's any point in adding it to the request list... but alright

Posted: 2010-04-07 00:29  (Last Edited: 2010-04-07 00:30) Reply(Locked)
KuroBit

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#5284
To add onto the "Support for multiple simultaneous expansion chips", I'd like kind of an "Unlimited" mode where I have the ability to simply add and remove different instrument channels that use different chips. Like if I only wanted 3 FDS channels, one VRC7 channel, and the DCPM channel (I don't think I'd actually want that but it was just an example :P). Or maybe I want an extra Triangle channel for some reason.

Obviously, this would break NSF exporting, so that would be disabled.

I'd just like this so I could make different sounding chip-tunes that maybe sound more like systems other than the NES/Famicom. FamiTracker is by far my favorite tracker because of how easy it is to use, so it would be nice to be able to use it for things other than NES/Famicom music. Also, I think I could do a lot with multiple FDS channels :P.

Posted: 2010-04-07 01:24 Reply(Locked)
retrotails

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#5286
KuroBit wrote:
To add onto the "Support for multiple simultaneous expansion chips", I'd like kind of an "Unlimited" mode where I have the ability to simply add and remove different instrument channels that use different chips. Like if I only wanted 3 FDS channels, one VRC7 channel, and the DCPM channel (I don't think I'd actually want that but it was just an example :P). Or maybe I want an extra Triangle channel for some reason.

Obviously, this would break NSF exporting, so that would be disabled.

I'd just like this so I could make different sounding chip-tunes that maybe sound more like systems other than the NES/Famicom. FamiTracker is by far my favorite tracker because of how easy it is to use, so it would be nice to be able to use it for things other than NES/Famicom music. Also, I think I could do a lot with multiple FDS channels :P.

That would be AWESOME! I'm not sure how easy it'd be, though... A ton of my N64 covers could use a few extra channels (although the N106 would do just fine!)

Posted: 2010-04-07 01:52 Reply(Locked)
KuroBit

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#5287
Also, now that I think about it, if I could use multiple FDS channels, I could make very accurate Cave Story covers.

Posted: 2010-04-07 02:00 Reply(Locked)
TechEmporium

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#5290
I believe that there's only one FDS channel in an actual Famicom floppy drive's expansion chip (& that's the default FDS channel).

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Posted: 2010-04-07 02:55 Reply(Locked)
ElHuesudoII

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#5294
Well, yeah, Tech; what they want is to handle... say, multiple FDS channels or multiple 2A03 triangles in the tracker, disregarding the exporting to NSF (as it would be impossible).

They want to forget about the Famicom's hardware limitations and use lotsa stuff at the same time.

However, it would be quite simpler to extract (or generate) a PCM sample of the sound of the desired waveform(s) output by the Famicom, and later use it (them) in another tracker, for example, MilkyTacker

Posted: 2010-04-07 03:26 Reply(Locked)
KuroBit

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#5296
Yeah I know. My idea is really impossible on a NES. I'd just like to be able to make those types of sounds in my songs.

Also as an example, here's "Moon Song" from Cave Story completely in FDS (Except for the drums, which use the Noise and DPCM):

FDS Moon Song.mp3

(It's kind of sloppy, and has pauses at the end of each section, sorry about that.)

Posted: 2010-04-07 11:28 Reply(Locked)
Dafydd

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#5298
I added a request for unlimited mode.

Posted: 2010-04-07 19:09  (Last Edited: 2010-04-07 19:38) Reply(Locked)
Shiru



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#5302
Unlimited mode is really pointless. The whole idea of the FT is not to 'get similar sound', but to get accurace sound which could be played on the real HW. Want unlimited number of channels? Get 2A03 VSTi and use it in any VSTi-enabled sequencer (there are a lot, including trackers), or sample the waveforms and use it in any sample-based tracker. Now you can use million of channels, and do whatever you want, and don't have to wait or ask anything.

People sometimes wants so much.. I really want only one thing - correct displaying in 120 DPI (1, 2), and want it since 2006. I'd like to fix it by myself, but I don't have VS NET (free one has no MFC support), so now I only can hope that at least the interface will not screwed further in next versions.

Posted: 2010-04-07 23:36 Reply(Locked)
jsr
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#5309
I agree with Shiru, the point with the tracker is to model the NES/Famicom as accurate as possible to be sure that anything that can be done also can be done on the real hardware. It's not uncomplicated though, as it sure would be possible to create a custom hardware cart with two or more FDS chips (and in my opinion this isn't too far from multi-chip NSFs) or simply implement a custom sound chip to achieve the same thing (or actually anything at all, the NES can be used to interface any possible sound chip). But there has to be some limits for it to be practical (my time is limited, unfortunately), and I think the NSF specification and hardware that actually exists is a good target. If you are not gonna create the custom hardware then I think it would be easier and more flexible to go with any tracker or sequencer. Thanks for the idea though, I hope it's understandable.

Shiru: I've known the DPI problem for a while but never got around to do anything about it, I think I only heard about it once so I never prioritized it. But you've been very helpful here on the site so I'll promise look into it. There seems to be good articles on this matter so it probably won't be too complicated to fix.

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Posted: 2010-04-08 22:01 Reply(Locked)
KuroBit

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#5352
jsr wrote:
I agree with Shiru, the point with the tracker is to model the NES/Famicom as accurate as possible to be sure that anything that can be done also can be done on the real hardware. It's not uncomplicated though, as it sure would be possible to create a custom hardware cart with two or more FDS chips (and in my opinion this isn't too far from multi-chip NSFs) or simply implement a custom sound chip to achieve the same thing (or actually anything at all, the NES can be used to interface any possible sound chip). But there has to be some limits for it to be practical (my time is limited, unfortunately), and I think the NSF specification and hardware that actually exists is a good target. If you are not gonna create the custom hardware then I think it would be easier and more flexible to go with any tracker or sequencer. Thanks for the idea though, I hope it's understandable.

Thanks for the reply, and yes I understand. I guess I was being a bit selfish with that request :P, I've just found that FamiTracker is very easy to use compared to most trackers, especially how you can create custom instruments without needing an audio file beforehand. I just need to take the time to learn how to use different programs.

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