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Okay, this thread was about how I completely botched a mod of mine, however that was my own doing (I maxed out the instrument count of FamiTracker)
Okay, so I'm turning this into a thread about how the Dxx command is completely shot. It's supposed to be able to jump to the next frame at a certain row number, which I've been attempting to do, however FamiTracker becomes sluggish when doing so, but still works. However, when exported to NSF, the NSF completely glitches out at these points.
Attached is an FTM and NSF to explain what I mean.
Hey I saw the thread earlier, and I got a fix for the instrument problem attached. It's based on the latest released version and should be able to load files with 64 instruments.
I haven't looked into the Dxx problem yet, but I know it might fail sometimes when jumping to another row than 0 (due to how it's implemented). I'll get back on that.
Cool, thanks jsr. I also had a suggestion about note cut, since you said you'd implemented it already. Instead of a note cut command, this would make things very easy for me: How about a "delayed note volume" command instead, that does the exact same thing, except you can tell the tracker to set a volume on a delay.
An example could be.. I dunno..Xyx (I don't think you're using X yet are you?) "y" would be the delay value, and "x" would be the volume value.. I don't know if it's possible, but if the "cut" value absolutely has to be there, then if you set the value past "F" to something like "G" then the note could cut..although "0" would work the same way, you'd probably just have to retrigger the volume on the next row.
Here are some examples:
C-3 02 F X28 <- would set the volume from F to 8 2 frames into that row
C-3 02 F X20 <- sets volume to 0
... .. . ...
C-4 02 . ... <- nothing would play, volume = 0
C-4 02 F ... <- would reset volume back to F
C-3 02 F X2G <- if this is possible, would play C-3 and then cut the note 2 frames after it starts.
I ask this because I'm doing a lot of delayed volume tricks in this mod, and it's got my instrument count waaaaaaaay up there. I noticed that if this little thing was implemented, my instrument count could be literally cut in half.
Sorry I didn't see this thread yesterday before I sent a PM to tssf. I'll reiterate what I said. Anyways, I noticed that in the Dxx command of the example FTM and the MM9 FTM that tssf didn't use hexadecimal values for the command. I changed it accordingly to see what the results would be and the NSF now plays much better. It does not freeze but it still does not play correctly (leaves out some bass parts or stutters on the jumps). I also noticed that release 3.0 of Famitracker plays much different than 2.9. I am not sure why this is but the timing in 3.0 seems off when playing. Most FTMs play much smoother on version 2.9, including Maze of Death. Maybe these questions can help direct whoever in addressing the issues for the next release. Thanks.
Edit: I have attached Maze of Death with the edits. The NSF plays better but still has the problems I mentioned above. The FTM runs almost perfect in version 2.9
Hmm, the reason I used row number in decimal format instead of hexadecimal format is because the help file says to simply right in the row number, not specifying which numerical format it uses.
Playing the mod back in FamiTracker 3.0 does make the cursor jump to the proper row, though, despite the pattern jump numbers being in decimal. Hmm. Does it play properly when played back in FamiTracker? (I know the bass cuts out of the NSF, it did before as well)
However, if it does use hex, I'll modify all the pattern jumps in the mod to utilize them.
2.9 definitely plays the pattern jumps smoother, as well.
As far as I can tell, when the values are changed to HEX the FTM of Death (Maze of Death) plays perfect now in version 2.9. However, the bass is still dropped on the parts where the Dxx command's value was greater than 00 in the NSF. Like JSR said, maybe it has something to do with the way the command was implemented. TSSF and I have mentioned casually in other posts about some of the issues with version 3.0. Specifically the way some instruments get skipped (Jewel Man arpeggio's) or play back funny in the FTM. As far as I have noticed this only occurs when none of the channels are muted, mute one channel or more and the rest plays back just fine.