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Here is a summary of all reported bugs in version 0.4.2. Reported bugs are accepted here or (preferably) in new threads.
- Assigning too many DPCM samples will crash the NSF code
- DPCM instrument editor keyboard is previewing notes incorrectly
- Hidden sequence loop points might cause problems in exported NSFs
- There are some problems with N163 & FDS waves when playing from start
- DPCM editor removes data incorrectly
N163 wave envelopes act strange if you have more than 1 channel and set the first wave macro to anything over 0. It will skip the macro on the first frame, and the bug never happens again until you stop the song and play it again.
FDS plays a 50% pulse wave when "Crazy.ftm" is played from the beginning. As I see, It lasts until another instrument appears. This behavior seems to appear when the frame the song is played from doesn't have an FDS note at the beginning. Also, FDS songs and exported WAVs made from this version have this bug, but exported NSFs don't seem to emulate this.
This bug can be bypassed putting a note with another instrument at volume 0 in the first frame.
Alright, I'm going to report this again, but the sample editor deletes offsets of longer samples incorrectly. Instead of deleting them, it pastes the selected section (removing the same amount of data from the end)
I tried to delete Famitracker off of the school computer, but it said that it was open (when it wasn't). This Mini-Dump appeared and then I could freely delete it. It was the current version, 4.2, and all it did was catch me off guard a bit. I'm not sure if this should be a priority fix, but it's a slight bug of mine if things don't work as it should.
PaulMannIV: That could happen if the audio driver fails for some reason, the application crashes after being closed. I've tried to change it so it won't crash in that case.
<HertzDevil> muting the DPCM channel does not mute any Zxx effects in fx2, fx3 or fx4
<HertzDevil> as can be heard in the mixing of the triangle and noise channel
Only works with Fxx
2nd bug:
<HertzDevil> [url=http://puu.sh/2gnlI/b3fe1f14c1]http://puu.sh/2gnlI/b3fe1f14c1
<HertzDevil> if you use an instrument like and only like instrument 28 in that screenshot, where no notes are assigned
<HertzDevil> then "remove unused instruments" will remove it
<HertzDevil> in tssf's mm9 ftm 28 is a fine vibrato
3rd bug:
<HertzDevil> another bug, again not sure if intentional or not
<HertzDevil> a note with a release envelope can trigger the release part as many times as possible by inputting note releases before that envelope part ends
Also works with arp macros using a Release phase
And more on nicetas' behalf [url=http://pastebin.com/fZCE7sTC]http://pastebin.com/fZCE7sTC
First bug: Definitely a bug
Second bug: This one confuses me, because I thought for sure that changing instruments did not retrigger or alter the properties of the current note until you started a new note. (For example, I remember having two instruments on triangle - one that played normal notes, and the other that played a fixed bass kick arp - and putting the bass kick instrument down with no note, and even though something was playing nothing happened). Can someone explain where I'm wrong?
Third bug: I dunno, this sounds potentially useful As in, better than the alternate behaviour (Releasing more than once doing nothing new)
I found this a while ago, but always forgot to report it:
Look at my attachment. It's a snapshot of the instrument editor of a Namco instrument. What happens(at least for me) is that when you click and hold the bar where the instrument name is, FamiTracker will freeze for around half a second(display, not playback!). Also, if you click in the zone marked red when any Namco channel is selected, it will halt until a new volume command appears.
Plus, I am attaching a minidump which procedence is unknown. It popped up randomly and I noticed a lot later. Don't know what it could be, but still might be worth a look.
I have no idea why this happens, but listen very closely to the hardware sweeps after Pulse 2 starts playing...and the shortened sweeps seem to stay like that even when the track loops. Is this a bug, or some weird feature (or bug rather) of the pulse channels that I don't know about? (I once read that Pulse 2 can do something Pulse 1 can't, but I have no idea what it is)
I'm not hearing anything special in the Pulse 1 channel in your example. Can you be more specific about what seems to be the problem ?
Also, both pulse channels are identical on the NES; it's the Gameboy that's different (pulse 1 can do hardware sweeps, whereas pulse 2 cannot).
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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.