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Hi Everybody! I found a bug which only at the export with the expansion chip N163.
As I exported the NSF file (expansion chip N163) the channels at Winamp (Plugin Notso Fatso) where at the wrong places, the first channel at FamiTracker is at the first channel, at the export to NSF they are at the wrong place (Last Channel form 1 to 8 at Winamp Notso Fatso), Namco 1 is at CHN 8 and Namco 2 is at CHN 7 and so on at the NSF export, is that normal?!
Yes, that's actually how the chip works. It lets the game (or in this case the nsf) configure how many channels are active, but it's not enabling channels the way you'd think. If you enable 1 channel it actually enables channel 8, if you enable 3 channels it enables 8, 7, and 6, etc.
Famitracker and most nsf players still show them 1-8 instead of 8-1 for the sake of convenience.
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I record (some) NSFs on hardware. Feel free to [url=http://www.famitracker.com/forum/posts.php?id=3633]request a hardware render.
Using the pitch macro to slide down and a 1xx effect results in the pitch dropping, but with a high-pitched squeal.
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[quote=Im_a_Track_Man]<Actually making this an N163 export bug thread>[/quote]
Try harder.
[quote=Im_a_Track_Man]Using the pitch macro to slide down and a 1xx effect results in the pitch dropping, but with a high-pitched squeal.[/quote]
The squeal you hear is the aliasing at work. Try it with only 1 channel you'll see the squeal disappears. The more channels you enable, the more aliasing you get.
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I record (some) NSFs on hardware. Feel free to [url=http://www.famitracker.com/forum/posts.php?id=3633]request a hardware render.
[quote=jrlepage]The squeal you hear is the aliasing at work.[/quote]
This squeal happens only in the NSF in the channel used.
It's strange because as I was typing this I was creating an FTM and NSF to test, however it only seems to happen in this song I'm covering...
The beat plays normally, it's just accompanied by a REALLY loud whine.
(in BUGTEST it doesn't happen, but when used in a song [Cracktro_tune1] it does)
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As pointed out, the channels are used from back to front when taking the number of enabled channels into account, that makes it more logical to count the channels backwards rather than forward. So this is only the result of your NSF player counting the channels in the opposite direction due to the way they are located in the memory. Try any 4 channel N163 game and you'll see that only the last 4 channels are used.