I, nicetas_c, declare that this project is currently dead because of the following reasons:
1) The frequency registers of many keys have been modified with the release of 0.3.5. beta.
2) The current beta release supports the FDS channel volume up to 15 only instead of 32 as it is intended in the real hardware.
The project will be discontinued until a newer version is available with at least reason #2 solved.
I apologize for that font size and color, but ignore those anyway.
Cool. It sounds great but I have a request. Do you think you could do the ending song from the FDS version that uses the FDS channel? I think it's from Super Mario Bros. 2 for the Famicom Disk System.
Especially considering that the 0.3.0 FTM files can still be opened & manipulated under 0.3.5.
So I personally see no real reason to end this project; if people are using 0.3.5, they can still use the files. The only problem for them is to compile the NSF & have it run as it should (which is why they should have 0.3.0 anyways).
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Technology: the one thing that's hated & cursed at by all engineers, technologists, scientists & technicians!
I apologize again for emphasizing the death of the project now, as what I haven't done is SMB3 ending, VSSMB ending plus some SMB2U/DDP stuff only.
Most likely whenever I've got time, I will erase all Pxx commands in order to continue the project.
EDIT:
Doommaster1994 wrote:
Cool. It sounds great but I have a request. Do you think you could do the ending song from the FDS version that uses the FDS channel? I think it's from Super Mario Bros. 2 for the Famicom Disk System.
Volume: 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 (Just don't use this in the current beta)
Modulation: No
EDIT2:
jsr (post #4946) wrote:
nicetas_c: The FDS volume is only available in 16 steps right now, this might change in the future. However if you use volume slides (Axx) then the whole range will be used.
It still uses 16 steps only at least in exported NSFs.
Also, farewell gift: A text file of some really random GB waves!
Too bad you're stopping this project, even though temporary. I was looking forward to the SMB2 ending, too. One question though, How did you get the wave forms from the GB games? Any program? I could use that myself.
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Thanks for listening!
-Linker2A03
Too bad you're stopping this project, even though temporary. I was looking forward to the SMB2 ending, too. One question though, How did you get the wave forms from the GB games? Any program? I could use that myself.
DO NOT ASK ME WHERE TO OBTAIN GAMEBOY ROMS.
1. Use VisualBoyAdvance to load a GB/GBC ROM.
2. Play and play and play the game until you've reached one part in the game where:
a) The music with the desired wave is playing; or
b) You reach the sound test screen.
3. Go to [Tools] --> [Memory viewer...].
4. In the corner of the window, choose [0xFF00 - I/O].
5. Copy the string at row FF30, i.e. 0xFF30-FF3F.
6. There should be 32 digits. Transfrom back each digit to denary system.
7. Multiply every number by 4.
8. Repeat each number once; or copy & paste the whole string again and place at the end of the previous string, and then the octave will be increased by 1.
Hey guys,
I'm working on the ending theme to Super Mario 2 for the FDS. I already got the FDS part down. The modulation doesn't sound exact because I used the highest form of vibrato because the modulation doesn't seem to work.