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Few times now I have hit FamiTracker's frame limit of 128 , which has prevented me from finishing a song. Why limit it to only 128, when there is enough space for 255 frames?
Next the bug:
I noticed that if you enter a sequence such as this one to the pitch of the instrument editor, the pitch starts rising as the note is held down.
[b]0 0 0 | 3 3 3 -3 -3 -3 -3[/b]
The behavior you notice from the pitch macro is not a bug. Rather, it's because pitch macros are relative. I don't really know how to explain, but try messing around with arpeggio relative and absolute macros (configurable in the instrument editor) so you get an idea of how it works.
To achieve the effect you want you need a macro like this:
0 0 0 3 | 0 0 -6 0 0 0 6
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Like the good doctor said, each modification in the Pitch section of the instrument editor is relative to the result of the previous modification. So, if you go 3 3 3 -3 -3 -3 -3, and you're starting at 0, then you'll get to 3, then 6, then 9, and then 6, then 3, then 0, then -3, at which point it will start over again, so you'll get 0, 3, 6, 3, 0, -3, -6, and so on. (And, of course, positive means the pitch goes down and negative means it goes up, because, I think, these numbers are added to the pitch register, which is essentially the wavelength of the tone produced.)
Also, positive values make the pitch go down, and negative values cause the pitch to go up.
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RE: Question about frame limit (+ a possible bug)Posted: 2015-02-26 23:50
[quote=Baka94]Few times now I have hit FamiTracker's frame limit of 128 , which has prevented me from finishing a song. Why limit it to only 128, when there is enough space for 255 frames?[/quote]
It's an arbitrary limit, back from long ago. It's likely possible to expand, I can check that.
[quote=Dr_Mustache]The behavior you notice from the pitch macro is not a bug. Rather, it's because pitch macros are relative[/quote]
Is it possible to make it absolute (like the P effect is) ?
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[quote=Stratelier][quote=Dr_Mustache]The behavior you notice from the pitch macro is not a bug. Rather, it's because pitch macros are relative[/quote]
Is it possible to make it absolute (like the P effect is) ?[/quote]Yes, by simutaneously using a looped arpeggio macro.
[quote=Im_a_Track_Man]I'd really like absolute pitch macros myself. It'd make shit so much easier and they'd actually make sense.[/quote]
I have the same mindset....
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While we're at it, would it also be possible to have an option to make positive values in pitch macros make the pitch go up, and negative values make it go down?
[quote=modusponens]While we're at it, would it also be possible to have an option to make positive values in pitch macros make the pitch go up, and negative values make it go down?[/quote]
This would be useful for those who don't know how the APU in NES works.
The reason for it begin this way is that the NES uses periods to determine the freqency. Higher values increase the length of one "cycle" in the output waveform. The longer the cycle is, the lower the pitch is because freqency decreases.
I'm not sure if all of that is correct, but that's what I know.
[quote=jsr][quote=Stratelier]Is it possible to make it absolute (like the P effect is) ?[/quote]
Yeah that would be possible.[/quote]
That would be awesome. Arpeggios can already be defined relative or absolute, it's odd that pitch sequences have been relative only.
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