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I keep seeing people using the Fxx command to alternate between 2 adjacent speeds each row (for example F05 on one row, F06 on the next, F05 on the next, etc.). I just can't figure out why you would do that rather than just setting the tempo value where you want it to get that in-between speed. There must be some benefit I'm looking past?
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It's for a simple reason. When you change the tempo value directly on the tempo box, you don't really know how long every row will exactly last. Also, most values introduce tempo inconsistencies, which can be very noticed when you use delay commands (Gxx and Sxx effects). You'll notice a lot of skipping, especially on songs that have looped a few times.
Changing the tempo manually by alternating Fxx effects is a more versatile way to do it, and it's also useful since you can control how long every row will last. This way, you won't have problems with the previously mentioned delay commands, because their behavior will be consistent.
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I'd say that if you were to use the Tempo box over switching between Fxx commands, keep the Speed at 6 (maybe 3 works, too, but to be safe, keep it at 6.) If you set it to any other speed and then change the tempo, it'll create the inconsistencies that Dr.Mustache was talking about.
Ah, that makes sense. I figured it had something to do with how different tempos line up with 60hz.
In theory, if you cranked the engine speed up, would it resolve the problem; as in allowing the engine to line up with more specific tempos?
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Fan of:
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Classic SEGA, Treasure, Square, Falcom.
Various roguelike RPGs and shmups/bullet hells.
I honestly don't know about that, but I think it should be able to allow more precise tempos, since you can fit more notes within a single second.
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[quote=jaxcheese]Ah, that makes sense. I figured it had something to do with how different tempos line up with 60hz.
In theory, if you cranked the engine speed up, would it resolve the problem; as in allowing the engine to line up with more specific tempos?[/quote]
That is correct. You can use the following way to calculate that: Engine rate = Tempo * 0.4
Assume you want a tempo of 160 BPM without jitter, then set the engine speed to 160 * 0.4 = 64 Hz. This is with tempo set to 160 and speed 6.
Great! That will be useful. Thanks for the quick responses.
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Fan of:
Cave Story, Mega Man X, MOTHER 3, Star Fox 64, Super Metroid, Shining Force.
Classic SEGA, Treasure, Square, Falcom.
Various roguelike RPGs and shmups/bullet hells.
Another important thing to note is that every time you increase/decrease the engine speed by 2*, the tempo should be increased/decreased by 5. So 60 Hz & 150 BPM, then 62 Hz & 155 BPM, then 64 Hz & 160 BPM and so on.
[size=1]*Increasing/decreasing the engine speed by 1 would mean having to increase/decrease the tempo by 2.5, but you can't enter decimal values into the tempo box, so do it by 2.