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FamiTracker > General > Bug Reports & Feature Requests > Unsupported APU features Owner: jrlepage New post
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Unsupported APU features Posted: 2012-04-04 01:31  (Last Edited: 2012-04-13 19:45) Reply | Quote
Doommaster1994

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#32686
[color=red][i]Moderator: I split this discussion from the Beta 0.3.8 thread, so there might be stuff related to that in here. Sorry about that.[/i]

I also hope the triangle channel will support the hardware/software sweep. I've heard games that use it or at least sound like it.

Posted: 2012-04-04 01:45 Reply | Quote
jrlepage
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#32687
The triangle channel has no hardware sweep. ([url=http://wiki.nesdev.com/w/index.php/APU]source) Software sweeps = 1xx/2xx; so that's already in there.

What the triangle did have that isn't supported right now is a linear counter.

Posted: 2012-04-04 02:25 Reply | Quote
Doommaster1994

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#32689
Well I have heard games where the triangle has a 'click' sound like the hardware sweep on the square wave channels. Is that what the linear counter is?

Posted: 2012-04-04 03:18 Reply | Quote
jrlepage
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#32693
Yes.

Posted: 2012-04-04 06:25 Reply | Quote
Doommaster1994

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#32700
Ah, OK. I hope it's supported in the next version.

Posted: 2012-04-04 07:34  (Last Edited: 2012-04-04 07:35) Reply | Quote
jrlepage
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#32705
I don't think there's plans to ever support the linear counter, no. Then again I've never seen jsr say otherwise so if anyone wants to prove me wrong, feel free.

Posted: 2012-04-04 08:16  (Last Edited: 2012-04-04 08:29) Reply | Quote
rainwarrior

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#32706
The linear counter lets you automatically stop the triangle on a quarter frame. If you want to see what it sounds like, try FamiTracker at 240hz (see attached).

It's only really useful for very short bursts at highish pitches; the difference a quarter frame makes becomes decreasingly apparent as the counter gets longer.

It could probably be supported as an effect, e.g. Lxx where xx is a 7-bit value.

I don't personally care if any of these get implemented, but the other missing 2A03 hardware features are the length counter (completely redundant with volume macros, no reason to implement), the 120hz envelope generators (only very subtly different than similar 60hz envelope macros) and hardware sweeps that don't reset pitch.


Attachments:
lc_demo.ftm (2 Kb)
Posted: 2012-04-12 00:41 Reply | Quote
jsr
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#33072
[quote=darkhog]Oh, okay, but exactly what was his motivation behind this? Before NSF Importer he said it is impossible to import NSFs, even it still is in FT help file, I think. But now someone proved it is possible. Also NSF import would make easier to make remixes of old NES game music, so why not?[/quote]
To clear up about NSF importing: it still is impossible to import NSFs, in the sense that instruments and pattern effects can be recreated. What the NSF importer does is to convert the register stream to pattern data, and this has always been possible (earlier by using tools such as NSFplug or nsf2midi). I prefer it staying as a separate program because it means less code for me to maintain.

And regarding the unused APU features, these are unsupported simply because I don't see the point using them, it all can be done in software instead (which is more flexible).

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Posted: 2012-04-12 00:45  (Last Edited: 2012-04-12 00:57) Reply | Quote
nicetas_c



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#33075
Is it possible to change the wave position of an N163 instrument on the fly using an effect command?

Also, about the linear counter and the hardware decay, higher engine speed means that all envelopes have to be stretched and that all effect commands are way much faster, as well lower compatibility in NSF players. After all, they [i]are[/i] what NES is capable of; using software methods in reality makes the FTM very inflexible.

Posted: 2012-04-12 01:26 Reply | Quote
jsr
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#33081
Nope it's not possible.

And still, even if these features would be supported, I don't see how it would add anything of musical value (which also makes the desire to exactly emulate these at high speed kind of pointless, in my opinion). The only actual use I can see is if a really slim music driver is needed, such as the one used by SMB.

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Posted: 2012-04-12 02:42 Reply | Quote
Doommaster1994

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#33091
So, you're telling me you won't support the linear counter for the triangle channel? You might as well remove the hardware sweep effect since H00 is the same thing (a click sound).

Posted: 2012-04-12 14:34 Reply | Quote
jsr
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#33122
Well rainwarrior posted an example of how it sounds like. Show me how it would be useful and maybe I'll add support for it.

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Posted: 2012-04-12 15:03 Reply | Quote
InterrobangPie

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#33126
It's not useful and I would never find a good use for it.

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Posted: 2012-04-12 15:05 Reply | Quote
nicetas_c



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#33127
I have said in the latest post that 240Hz will not make the FTM more flexible; it only spawns a plethora of effect commands that are too quick for regular use. For example, the arpeggio, 0xy, is clearly not what an arpeggio is when used in 240Hz.

And its use? Compare [url=http://www.youtube.com/watch?v=0d9MvqEKvLc]this and NSF importer's nothingness:


Attachments:
fester_quest.ftm (16 Kb)
Posted: 2012-04-12 16:00 Reply | Quote
Doommaster1994

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#33130
Like I said, it's like the H00 effect. When you use a mute delay, you get pop-ish sound that you don't get in the linear counter. I apologize, as I don't mean to sound like an asshole.

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