The Fxx is the speed. The Zxx is the delta counter, used to adjust the Triangle volume. The difference between the two pulses is the Pxx effects. P7E makes the pitch a bit lower, and P82 makes the pitch a bit higher.
Look, I understand that you want help. But if there's something you don't get, then try going to the Wiki first at http://famitracker.com/wiki/. Then, if you still don't get it, *then* ask. Okay?
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"im going to continue making this crazy stuff then after a while my style will be so sick that you will be like damn suuun that shit is so sick i dont even get it. i will be like bro its ok.. you dont have to." -omgdonut
I'd also say so. Don't feel offended in any way though, but it generally suits better if you try to learn these things yourself and if anything else fails you can ask, or maybe if you didn't understand something or want some clarifications. By doing this you can also get a better idea of what you are going to ask, and we can add some more useful information and help you with what you don't understand.
I still do my best and I am as helpful as I can when I post in order to help someone, and I explain as many things as possible if they are relevant to the subject.
Out of my suggestion, yes, Fxx is speed set, as poodlecock said. It's very simple, but you can use it to achieve good rhythmic effects like swing, or to make a song go faster or slower when needed.
Zxx sets the "Delta counter" position. Don't get confused by that concept and just think of it as part of the NES hardware. When Zxx is set to something close to Z00, the triangle and noise will sound at their default volume, but as you get closer to Z7F they will sound quieter. Also, when you jump from a low Zxx value to a high one or viceversa, it will produce a pop, which is most undesired when making music. This effect can only be used in the DPCM channel.
Pxx effect is rather simple. P80 is default pitch. If Pxx goes below P80 (say, P7F for example), your note will go down and with a slight detuning.
If it goes above P80 (like P85), your notes will go up, but they will likely be very off-tune, because of the huge gap between 80 and 85.
I hope this has helped you, and try to apply what we suggested and see how you can learn things by yourself. It's never a bad thing to ask someone for help, and if you do so, I'd be glad to assist you. Remember: If you didn't understand something post it here and maybe more than one person will be willing to give you some help.
I'd also say so. Don't feel offended in any way though, but it generally suits better if you try to learn these things yourself and if anything else fails you can ask, or maybe if you didn't understand something or want some clarifications. By doing this you can also get a better idea of what you are going to ask, and we can add some more useful information and help you with what you don't understand.
I still do my best and I am as helpful as I can when I post in order to help someone, and I explain as many things as possible if they are relevant to the subject.
Out of my suggestion, yes, Fxx is speed set, as poodlecock said. It's very simple, but you can use it to achieve good rhythmic effects like swing, or to make a song go faster or slower when needed.
Zxx sets the "Delta counter" position. Don't get confused by that concept and just think of it as part of the NES hardware. When Zxx is set to something close to Z00, the triangle and noise will sound at their default volume, but as you get closer to Z7F they will sound quieter. Also, when you jump from a low Zxx value to a high one or viceversa, it will produce a pop, which is most undesired when making music. This effect can only be used in the DPCM channel.
Pxx effect is rather simple. P80 is default pitch. If Pxx goes below P80 (say, P7F for example), your note will go down and with a slight detuning.
If it goes above P80 (like P85), your notes will go up, but they will likely be very off-tune, because of the huge gap between 80 and 85.
I hope this has helped you, and try to apply what we suggested and see how you can learn things by yourself. It's never a bad thing to ask someone for help, and if you do so, I'd be glad to assist you. Remember: If you didn't understand something post it here and maybe more than one person will be willing to give you some help.
OOOOooooooh!! NOW I understand the P one! "P" is the tiny-change to the pitch, and F is the speed of the sound, like tempo!
I'm a little confused with Z, can someone show me an example?
Thanks! I'm understanding much more!
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Offtopic, but would you also assist me even in programming?
Here's an example. Compare it with the other example I posted. Notice how the alternating Z00s and Z7Fs in this one allow me to add echo to the bassline... but probably what you'll notice first is the super-loud popping noise that comes out of using the effect.
No. It's "Delta-counter" set. The DPCM channel uses the delta-counter to play the samples, but its use will alter the volume of the triangle and noise channels. Triangle didn't have volume control, period, but since delta-counter position (effect Zxx) affects it, you can still make subtle changes to it.
By the way, I can't assist you in programming, and if I could, I'd do it privately since it's outside of FamiTracker's environment (I guess).
Ever since the anti-hiss hack I gotted, I've been taking a HUUUUGE advantages of 8 channel like I always wanted, it could be possible to be superior sound of NES to SNES! (Like Earthworm Jim sound better on Genesis than SNES.), but I'm very unorganized with the instruments of wave position (Most of them are 16), I have to duplicate the same instuments for the different positions.
Can I have a tips on arrangements and organize when making music like this?
Maybe someone can explain better, but you can actually use the same instruments with same wave positions as long as there are not any others which use that same memory position.
For example, instrument 00 has a wave that is at position 00 with wave size of 16 and you can use that same instrument on all channels, as long as you never use another wave in the same position. You don't need to duplicate the instruments unless you want to use more waves.
It's really simple, you should just practice more with the chip and see how it works.
Oh...What about the name of the instruments, like "Sine (0)" and Sine (16)"?
And I'm not sure if I know this, but how do you use VXX on Namco instruments? If the "wave" box is checked, does that make V effect useless for it? (I think I do know the usage on the normal, but not the Namco one..it's a little different.)
You would expect it, too, eh? It actually doesn't work quite the same. For as long as the wave macro is playing, Vxx effect will do nothing, but if the wave macro is done playing then Vxx will change the wave, as if there was no macro at all. I think someone else can explain better.
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"im going to continue making this crazy stuff then after a while my style will be so sick that you will be like damn suuun that shit is so sick i dont even get it. i will be like bro its ok.. you dont have to." -omgdonut
the maximum amount of waves you have in one instrument can be used as "y" in Vxy. for example, if you have 7 waves in one instrument, you can go from V00 to V06. (V00 is a wave too.) maximum is 15 waves and V0F
Like I said, someone else could explain much better.
I said that it was in effect, meaning that it was processing, playing.
Original post edited for easier understanding.
_______________________
"im going to continue making this crazy stuff then after a while my style will be so sick that you will be like damn suuun that shit is so sick i dont even get it. i will be like bro its ok.. you dont have to." -omgdonut