No, but at least I'd expect someone who clicked the link in this thread's first post to somehow see the post underneath it linking to all three relevant articles on the wiki.
I noticed how one instrument affected another instrument in another channel though. Perhaps I did something wrong creating the instruments?
It's really quite depressing having written all this niftyusefulinfo on the Wiki, linking to it in a post right below the first one and still having people ask the same questions over and over... :<
Like I wrote, I had my first run on the beta yesterday morning. And wanted to share my experience and tell (mostly Jsr) that I was really grateful that he included this. I have not even given it a really a real try. Still I am amazed and love the possibilities this gives the NES composing scene.
Thanks for writing that stuff in the Wikipedia I really have to study it now that this have caught my interest.
Do I dare to re-ask my other question. Or is that in the Wikipedia too. I guess I'll have to check that out first.
To the guys that called me "noob" and other stuff: One thing that I have learnt on Internet and also IRL, if I don't have anything meaningful to add to the conversation, I keep my mouth shut... I really hope that it wasn't to me personally though.
jrlepage thanks for adding info to the Wikipedia, now I will go through the stuff you linked.
Seems as though I'm forever getting the "minidump.dmp" error.
So far, it's happened when:
- Copy/Pasting entire frames
- Opening / Saving a few times, usually crashing in the file window.
- Closing famitracker down.
The attached file occurred during the 2nd example.
To the guys that called me "noob" and other stuff: One thing that I have learnt on Internet and also IRL, if I don't have anything meaningful to add to the conversation, I keep my mouth shut...
This. Don't post if you don't have anything useful to add, the forum guidelines are clear in this regard!
Kreese wrote:
Anyway this will be the most awesome update in a long time. Many many thanks to Jsr for continuing the development of FamiTracker!
One thing that I will be interested in, in the future, is to make hardware recordings using this expansion chip. Wouldn't a special cart be possible? Perhaps modifing a n106 cart and add a socket for eproms?
Thanks for your comment Kreese. Yes it is possible to do hardware recordings by replacing the ROM chips, but it seems that the most common variant of this cart contains epoxy chips which are not possible to replace. Care must be taken to find a cart with actual DIP package ROMs.
However I've found out now that the Namco chip doesn't actually sound as good as most emulators would suggest: I've investigated an actual cart after that post by ionustron a few pages ago, and using all 8 channels indeed results in a very noisy sound. Try nezplug++ for an example, it seems to be the only accurate emulator. (But don't use famitracker NSFs as these are currently broken with that player.) I'm working on changing the famitracker emulation to reflect the actual sound.
phlim2 wrote:
The attached file occurred during the 2nd example.
What do you mean by screw up? Do you mean that old things you did with FDS now sound different/broken, or do you mean something else?
I rewrote the FDS mod table playback because what it was doing before didn't match the real FDS very well at all.
Edit: On a related note, I think NSF export with FDS is broken in 0.3.8b. I found this old test (fds_arp_3.ftm) which was a modified version of something KuroBit wrote that uses the mod tables for arpeggiation. This exported to NSF correctly in 0.3.7, but does not seem to in 0.3.8b. The FDS channel comes out very strange; the mod table itself seems to be okay (comes back in the same via NSF importer), but the pitches are really weird.
(By the way, use a player besides NSFPlug to listen to the NSFs; NSFPlug's mod-table playback is double-strength for some reason; I will fix this next time I work on it.)
Can you post an example where it sounds broken? One of the things that FamiTracker had wrong before is if your mod table is not balanced (as much up as down) the pitch will keep sliding in one direction until the modulation counter eventually wraps. For vibrato, you normally want a symmetrical table, but if you want an uneven table that doesn't slide, you can use the reset value (blue row at bottom of table) to reset the counter to 0 wherever you need to in the table to prevent this.
Edit: noticed another problem with FDS in 0.3.8b: when editing the mod table changes do not apply immediately. I can make them take effect if I close and reopen the instrument editor, or if I change modulation depth.
hello! i'm glad that JSR could come up with even more improvements! the NAMCO expasion chip is the real deal, as the FDS made a great revolution since the previous updates. on nowdays im totally used to these waveforms, pretty cool and comfortable for a NES tracker.
- i found some glitch when trying to use the pitch bend wheel on hardware, its kind of inverted and its not reaching the final note when bending.
I *think* I found a bug... because it doesn't seem like something you would intentionally do, nor does it make any sense.
When using note release in a Namco channel, the note doesn't actually release, but gets stuck at the release point unless the note reaches the actual release point. A good way to test this is to create a decently long note, with release, hold a key on the on-screen keyboard (so you can see the volume macro), and let go before it reaches "release". It should get stuck.
However, if you wait for the note to reach the release point before letting go, it works as normal.
EDIT: It doesn't work at all in FDS, it just gets stuck at the release point, and cuts when released.
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