Deprecated: mysql_connect(): The mysql extension is deprecated and will be removed in the future: use mysqli or PDO instead in /storage/content/49/145849/famitracker.com/public_html/forum/classes/dbHandler.php on line 29
Here's an SMS song: https://www.youtube.com/watch?v=Wrna1ioqlU0
SMS has only three channels - they play square waves, but you can also hijack one of them to play periodic noise instead, kind of like C64. But it sounds not really like the noise of NES games. I'm not sure of the technical reasons, having never made an SMS song (although I believe you can in DefleMask?). Is it possible to make SMS noise sounding noise in Famitracker with any of the expansion chips?
I use 4-# for low noise, 7-# for mid, A-# for high, and for periodic mode use VRC6 V00, A-2 for low, A-3 for mid, and A-4 for high. I typically use FT for composing and then transfer all the data to XPMCK to make actual sms files in .vgm/.vgz/.kss/.sgc. formats.
The pseudorandom noises only approximation in the relative difference in frequency.
It may be possible to recreate the noise pattern using a very high engine speed and then using any pulse channel with a very low note and turning it rapidly on and off using this [url=http://www.smspower.org/uploads/Development/SN76489WhiteNoise.png]http://www.smspower.org/uploads/Development/SN76489WhiteNoise.png though it seems it may be longer than 256 volume positions
It comes with a .dat file too [url=http://www.smspower.org/uploads/Development/SN76489WhiteNoise.zip]http://www.smspower.org/uploads/Development/SN76489WhiteNoise.zip
I suppose it could be recreated with a custom program, by implementing a linear feedback shift register in software with the exact number of bits, the same feedback system and starting position. It also seems to me that SMS noise resets on new notes, but that might just be emulators.
C64 drums are very easy to make. The SID channels could use any waveform the chip can do at any time, and drums were made with a single channel, usually by having one frame of noise, followed by 2-3 frames of a pitch bending square wave, and then noise again.
[quote=za909]
C64 drums are very easy to make. The SID channels could use any waveform the chip can do at any time, and drums were made with a single channel, usually by having one frame of noise, followed by 2-3 frames of a pitch bending square wave, and then noise again. [/quote]
Ooh, so that's how the magic works! Thank you, I've saved this~
Hate to be pedantic - but the Master System, like the Game Gear and Mega Drive, have four PSG channels. Three of them are regular old squares and the other is noise; on the Mega Drive, the third can be switched into an extended range noise channel (useful for hihats), but PSG4 cannot be used with this mode.
The Game Gear is also stereo, but I assume you don't really care about that part.
Oh, and VGM MM can be used for SMS tracks, as well as MOD2PSG2.
The SMS has the same sound chip for PSG as the Mega Drive (Texas Instruments SN76489 not sure if the "A" revision or not, but there's a difference in the noise bit-sequence between versions)
The noise channel has a 2-bit register for frequency control. It's either: Low pitch, Middle pitch, High pitch, Use 10-bit period from Square 3.
It also doesn't mean you have to silence Square 3 during this, but it's recommended because it has to be ridiculously high if you use it.
[url=http://www.youtube.com/watch?v=Z8aN7mgGnSg]This track is a very good example of all the different things you can do with the chip.
Sam what are you talking about? The third square channel can never be used as noise. The three channels work identically and normally.
Now, for noise, there are 8 different noise settings.
Pseudorandom low freq
Pseudorandom mid freq
Pseudorandom hi freq
Pseudorandom Ch3 freq
Periodic low freq
Periodic mid freq
Periodic hi freq
Periodic Ch3 freq
In none of those does anything different happen to Ch3. It also doesn't turn off the that channel if you choose to copy Ch3 Freq over to the noise channel.
The only thing relating to "the third can be switched into an extended range noise channel (useful for hihats)" is the 3rd option I listed and possibly the last option if you want a ride instrument.
source: [url=http://www.smspower.org/Development/SN76489]http://www.smspower.org/Development/SN76489 , XPMCK manual and usage, talks with Svetlana in #famitracker
[quote=Xyz_39808]I use 4-# for low noise, 7-# for mid, A-# for high, and for periodic mode use VRC6 V00, A-2 for low, A-3 for mid, and A-4 for high. I typically use FT for composing and then transfer all the data to XPMCK to make actual sms files in .vgm/.vgz/.kss/.sgc. formats.
The pseudorandom noises only approximation in the relative difference in frequency. [/quote]
Well, when I was covering the Japanese Master System BIOS, I noticed that the noise sounded more like 6-# than 7-#. Is this in another mode?
_______________________
You shouldn't be here.......
[url=http://www.youtube.com/user/mmkthecoolest/videos]YouTube
[url=https://www.dropbox.com/sh/ilt1awj3tbz153r/AABpFdfVS0uviRdXNikitwpxa]Dropbox
for reference i meant that you can use an extended register noise channel but you can only use 3 psg channels at once*
as for using it for hihats, see sonic series; psg3 noise was used all over the games, and many, many more
i make the distinction of psg3 and psg4 noise as awesome noise and master system noise respectively; even if it isn't technically accurate it at least makes sense
*applies to most if not all sound drivers
For mml file, Save As...Posted: 2014-09-17 22:22 (Last Edited: 2014-09-17 22:55)
That's what I meant. That limitation of 3 channels only at once is completely false. For either pseudorandom or periodic, having the noise frequency copy Ch3's frequency DOES NOT turn off Ch3.
Ch3 NEVER becomes noise. There may be confusion from something labeled PSG3 in cases where the first channel is called PSG0 though.
If you're referring to the way Deflemask works, yes, when in copyCh3Freq mode that tracker allows you to play the noise on either tracker channel. But export that to .vgm and edit vgmplay to mute the first 3 PSG channels. You'll see that the noise still only ever plays on the final channel.
The best you can do to try and emulate Sega Master System is to use the MMC5 chip, as with SMS, most of the time the instruments there SOUND like duty 2 instruments. Instead of having a triangle wave, all 3 of the melodic channels there are square waves. At least, that's how it sounds by ear. Some people, like Matt Furniss, used a sort of sawtooth wave for bass in games like Alien 3. SMS hardware is pretty different from NES hardware from what I can tell, so I'm not sure that Famitracker is the best tool for that.
I once tried to do a faithful cover of the Flash title screen by Jeroen Tel using the MMC5 chip, but I really didn't feel good about it. You're better off using some SMS music maker. Now, I once toyed around with a Sega Genesis music maker (Forget what it's called, I'll have to try it out again sometime) and it was kind of similar to Famitracker, so I think you may have an option there.
Now, if anyone knows a better way of emulating SMS sound in Famitracker, that's great, because my way is kind of (really) sucky.
_______________________
I am everywhere. I am nowhere. I am everyone. I am no one. I am Darkman.
...No wait, that's not how it goes.
MMC5 doesn't really have a way to closely emulate the periodic noise. I prefer using VRC6 pulse1 stuck on V07 and only emulating PSG2 on the SMS. And then using VRC6 pulse2 stuck on V00 when it needs to emulate periodic noise because I think the pulsewidths sound similar enough. I also find it useful to always put down the vrc6 pulse1 note 4 octaves above the concurrently playing periodic noise, even if you're gonna leave PSG2 muted.
With V00 on VRC6 pulse2, emulating "periodic Copy PSG2" it's pretty straight forward. But "periodic low" is roughly an A-1, mid is A-2 and high is A-3. It should be noted that there is are slight tuning problems with those 3 notes