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FamiTracker > General > Show Off Your Work > [FDS] A boredom demo I also did Owner: Dave New post
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[FDS] A boredom demo I also did Posted: 2010-03-31 15:04  (Last Edited: 2010-03-31 15:09) Reply | Quote
Dave
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#5136
bandwagons/etc.!

I dunno if I'll ever finish this tune. might do. I made it back in early january when the fds expansion first got added and was in early stages. funtaimz

edit: forgot i added some other tests and things here - [url=http://www.vgmusic.com/~lunar/fds]http://www.vgmusic.com/~lunar/fds

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Attachments:
baconlimit.ftm (11 Kb)
Posted: 2010-03-31 18:50  (Last Edited: 2010-03-31 18:50) Reply | Quote
ElHuesudoII

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#5141
So this is what you mean about pushing the module to its limits. Dear lord.

I saved most of the tests so I can learn about them. Just so you know, the guitar one is too awesome for words alone.

And the drums test is also enlightening, I did have an idea of enabling the FDS channel as a second channel for drums (the distance between the last notes, where the hardware boundary is reached, is quite similar to the noise channel's distance between notes, that's what gave me the idea).

Posted: 2010-03-31 20:18 Reply | Quote
KuroBit

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#5144
Awesome song (and name :P)!

I just finished listening to your tests, and I really haven't been giving the FDS channel the credit it deserves.

I really should play around with it and see what I can do, you've made some really nice effects.

Posted: 2010-04-01 17:08 Reply | Quote
retrotails

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#5158
All of the FTM demos sound completely different from the NSFs... Is is just NotSo Fatso?

Posted: 2010-04-01 18:36 Reply | Quote
Dave
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#5159
there's two issues.

1. FamiTracker has some discrepancies between its playback and its NSF export on the FDS channel, particularly concerning pitch bends (1xx and 2xx) and possibly some other commands.

2. Different nsf players handle the FDS channel's FM differently. It's inconsistent. It isn't just NotsoFatso - NSFplug is different to Notso is different to NEZplug is different to VirtuaNSF and so on. Nothing much can be done about that unless all the authors update their players.

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Posted: 2010-04-01 19:42  (Last Edited: 2010-04-01 19:42) Reply | Quote
Demick12

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#5163
Hey Dave,

Then YOU might also like this little test I've done as well. The FDS apparently works well for percussion like congas.

Check it out.

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Attachments:
demick12fds_01.ftm (4 Kb)
Posted: 2010-04-01 23:15 Reply | Quote
Dave
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#5164
hah! that's frickin sweet. nice!

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Posted: 2010-04-02 04:02 Reply | Quote
modusponens

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#5168
I think it's really interesting how much of an effect the rapid modulation has on the sound. It doesn't sound very much like a conga drum until you turn that on, and then it sounds a great deal like one.

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Posted: 2010-04-02 14:36  (Last Edited: 2010-04-02 14:37) Reply | Quote
nicetas_c



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#5173
This one would also be useful in case you want to create the 'electric noise' on the FDS channel. The waveform is completely random; there might be a better waveform.

And the example is quite unpolished.


Attachments:
fds_noise_simulation.ftm (2 Kb)
Posted: 2010-04-02 20:47  (Last Edited: 2010-04-02 20:50) Reply | Quote
Demick12

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#5177
Horray for multi-timbral noise. This really alleviates the need to tool around with the noise-loop thingy in the noise channel while you have faux noise-loop in the FDS channel. Or does it?

The FDS is THE MOST underrated piece of technology in the history of the Famicom! It is now official.

Though, I'll bet the game developers found this particular sound architecture very tedious to work with, given the technology at the time, so I'll forgive them. Still, this sound architecture is quite for the most part untapped.

I am excited for the future on this one... -_-

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