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FamiTracker > General > FamiTracker Talk > NSFPlay 2.2 beta Owner: rainwarrior New Post(Locked)
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NSFPlay 2.2 beta Posted: 2012-08-21 00:20  (Last Edited: 2012-09-01 04:49) Reply(Locked)
rainwarrior

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#38510
Beta testing for version 2.2 begins:

--- file removed, beta over ---

Let me know if you find any problems with this. When I stop getting bug reports I'll do a proper release. The main change is NSFe support, but here's a complete list:

Audio Emulation:
- Unmute on reset now sets $4015 to $0F instead of $1F.
- PAL noise frequency $1 now 8 instead of incorrectly 7.
- New VRC7 patch set, option to select alternative patch sets via VRC7_PATCH.
- 5B polarity inverted, envelope adjusted, volume tweak.
- MMC5 polarity inverted, length counter runs at double speed, highest 8 frequencies are not muted.
- VRC6 $9003 register implemented (controls halt and frequency multiplier)
- VRC6 polarity inverted, phase reset now functions properly.
- FDS now uses NSF header $76/$77 to set up $6000-7FFF memory range.
Other:
- Fixed improper $4015 read implementation (should return length counter status), also DPCM IRQ was not initialized.
- Default focus in keyboard window now the track list (to prevent accidental mouse scroll time expansion).
- Fixed Winamp visualizer timing inaccuracy, changed default keyboard delay/freq.
- Inverted VRC7 volume display in keyboard view.
- NSFe support.
- Added NSFe extension block 'text', contains null terminated string of any length (NSF text).
- Removed broken ENABLE_DCF config option. HPF=256 now correctly disables HPF.
- Rewrote LPF and HPF, should have a more usable range of options now.
- Removed XXX_FR/XXX_FC options, now XXX_FILTER works like LPF for each device.
- Memory R/W access is now exclusive to the first device that accepts it; prevents FDS multi-expansion write conflicts.

Beta versions:

2.2 beta 0 - 8/20/2012
- first beta release

2.2 beta 1
- fixed loop detector bug (false positives causing some NSFs to fade out at 30s)

2.2 beta 2 - 8/26/2012
- fix incorrect pitch on PAL with QUALITY=0
- fix conflicts between keyboard commands and menus
- fix enable periodic noise
- strip whitespace from title string ends
- FDS $4087 bit 7 now silences modulator
- documetation

2.2 beta 3 - 8/28/2012
- fix NSFe bug where track list is not in NSF order (had incorrect playtimes)


Posted: 2012-08-21 21:36  (Last Edited: 2012-08-21 21:37) Reply(Locked)
jrlepage
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#38540
I think the "Enable periodic noise" checkbox under APU2 in the settings is acting up. When I untick it, ANY noise signal becomes periodic noise (I'm pretty sure it should be the other way around to emulate the old Famicom models that didn't have periodic noise)... :\

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Posted: 2012-08-22 02:46 Reply(Locked)
rainwarrior

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#38545
Thanks. That was probably there in 2.1 as well. It'll be fixed in the release.

Posted: 2012-08-22 10:04 Reply(Locked)
Kreese

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#38551
Great work! Is it possible to add a "next NSF in the current directory" button?

Then it would be easier to listen to diffrent NSF's...

Posted: 2012-08-22 22:15  (Last Edited: 2012-08-22 22:21) Reply(Locked)
rainwarrior

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#38569
Hmm, I'll consider that.

I did notice while working on it that it can accept M3U playlists of a certain form (based on the format used by NEZPlug).

The M3U is a text file where each line looks like:

nsfa.nsf::NSF,3,lava dome,3:45,0,5,0

This plays track 3 from nsfa.nsf, gives it the title "lava dome", plays for 3:45 then fades for 5 seconds. (The 0s are loop time and loop count, respectively. 0s mean to ignore this feature. I kinda find it unnecessary, since if you want a longer loop you can just increase play time.)

More info here: [url=http://nezplug.sourceforge.net/in_nez.txt]http://nezplug.sourceforge.net/in_nez.txt

I should probably document this. It's especially useful for listening to stuff like Famicompo.

Posted: 2012-08-23 19:12 Reply(Locked)
za909

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#38595
I don't know about you, but the volume levels seem to be a bit weird for me. DPCM seems to be VERY quiet (I compared the same nsf's hardware recording with NSFplay) and listening to the Megami Tensei 2 soundtrack on different players, the N163 seems to be very loud compared to the 2A03. It might be just me though.

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Posted: 2012-08-23 19:21 Reply(Locked)
jrlepage
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#38596
Levels are a difficult thing to get right, due to immense inconsistencies across systems, expansions and even individual carts. If you think the mixing isn't right, you can probably make it right yourself by opening up the Device mixer and changing a few sliders around.

I know Sangokushi 2 (N163) has extremely loud expansion audio due to the fact that the original carts probably had more aggressive resistance for the expansion audio. To remedy that, just make the N163 slightly quieter in the mixer, and that's it. Do that for any problematic NSF you may encounter. :)

Same for APU1 vs. APU2; if you think the squares are a bit quiet compared to tri+noise+dmc, raise the APU2 volume or reduce the APU1 one.

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Posted: 2012-08-23 20:28 Reply(Locked)
rainwarrior

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#38597
There is variation from NES to NES in APU1 vs APU2 relative volumes. It might suprise you just how much it does vary.

As jrlepage says, adjust with the device mixer to taste.

I try to match to my hardware recordings and other hardware recordings as best I can, but even in my own hardware, the balance changes as the device warms up, and my Famicom and NES have difference balances for the 2A03 itself.

Posted: 2012-08-23 22:01  (Last Edited: 2012-08-23 22:07) Reply(Locked)
Im_a_Track_Man

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#38598
jrlepage's N163_Tri's N163 NSF sounds TERRIBLE. It sounds like its trying to play back the entire wave RAM at the same time.


EDIT: when the program is already playing an NSF, and you click another one, it doesn't start the new one. It continues playing the one you're listening to.


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Posted: 2012-08-23 22:20 Reply(Locked)
za909

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#38599
Oh yeah, what's up with the entire wave ram showing up in the Wave view of the N163 channels sometimes?

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Posted: 2012-08-23 22:37  (Last Edited: 2012-08-23 22:38) Reply(Locked)
jrlepage
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#38600
[quote=Im_a_Track_Man]jrlepage's N163_Tri's N163 NSF sounds TERRIBLE. It sounds like its trying to play back the entire wave RAM at the same time.[/quote]
You're probably listening to an NSF that was exported from a pre-beta4 build. Try [url=https://www.dropbox.com/s/ycyh2w1qvrkkxdp/n163tri.nsf]this one instead.

[quote=za909]Oh yeah, what's up with the entire wave ram showing up in the Wave view of the N163 channels sometimes?[/quote]
When a N163 channel is disabled, the whole wave memory is displayed. I think this is what you're referring to.

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Posted: 2012-08-23 22:43 Reply(Locked)
rainwarrior

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#38601
Im_a_track_man:

1. Please link or attach NSFs you want to talk about bugs with. A lot of older N163 NSFs do not use the sample length register correctly, and the proper behaviour was not emulated until recently in NSFPlay 2.1 and NEZPlay++. This sounds like that problem, but jrlepage would kow how the NSF was made.

2. You're saying if you associate files with the player and double click on a second NSF when one is already playing, it doesn't play, right? I'm seeing that too. I'll look into it.

za909: If you put a zero in the sample length register, the N163 will play the entire WAV ram. Unfortunately a lot of engines will put a zero in that register when they turn the sound off. The two choices I considered for visualization were to hide the waveform when the channel is off (which would make them blink a lot) or to show exactly what the length register specifies (which shows the whole RAM sometimes).

Posted: 2012-08-23 23:59 Reply(Locked)
Im_a_Track_Man

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#38602
[quote=rainwarrior]Im_a_track_man:

1. Please link or attach NSFs you want to talk about bugs with...[/quote]

Will do in the future.


[quote=rainwarrior]2. You're saying if you associate files with the player and double click on a second NSF when one is already playing, it doesn't play, right? I'm seeing that too. I'll look into it.
[/quote]

That is what I'm saying, yes. I don't know what could be causing it, though.

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Posted: 2012-08-26 23:53  (Last Edited: 2012-08-26 23:53) Reply(Locked)
jsr
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#38692
I think I found one FDS bug: it should be possible to disable modulation by writing $80 to $4087, according to Disch's document. This bug is possible to trigger by using instruments with delayed modulation in famitracker.

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Posted: 2012-08-27 00:45  (Last Edited: 2012-08-27 00:45) Reply(Locked)
rainwarrior

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#38695
New beta (2.2 beta 2) is up, see OP.

I will look into that, jsr.

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