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FamiTracker > General > Source and development > N106? Owner: Doommaster1994 New post
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Posted: 2011-06-25 16:46 Reply | Quote
kinkinkijkin

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#18879


I agree, and also envy that man's or woman's MML talent.

Posted: 2011-07-20 11:05 Reply | Quote
jrlepage
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#20142
It's been some time since I last asked... Still, I hope it doesn't sound like I'm pestering jsr with this!

Anyway, how is the progress on N106 implementation? Will we be able to have fun with it at any time within the realm of the forseeable future?

Posted: 2011-07-22 18:16  (Last Edited: 2011-07-22 18:23) Reply | Quote
Rushjet1
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#20259
I don't want N106 because I can just use PPMCK, trolololo

edit: ok srsly it'll happen when it happens, he said he's been working on it so you can assume it's gonna happen someday, but it's not that big of a deal.

Posted: 2011-07-22 21:29 Reply | Quote
Doommaster1994

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#20267
The last time I talked to jsr he said he was having trouble with something on the N106 in Famitracker.

Posted: 2012-01-04 01:42 Reply | Quote
Xcalber

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#28340
kinkinkijkin wrote:


I agree, and also envy that man's or woman's MML talent.


Speaking of which... I need to understand how the SA command works.

I was playing with N106 for the first time recently and I was like WHAT?! No pitch envelopes, no vibrato...?

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Posted: 2012-01-04 03:14 Reply | Quote
jrlepage
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#28342
As far as I can tell, it acts like a multiplier. The bigger the value, the faster your pitch bends/vibratos will happen.

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Posted: 2012-01-06 00:47 Reply | Quote
KuroBit

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#28408
Ah, I really really hope this format is supported at some point... It seems like an interesting thing to play around with, but I haven't really seen any exact specifications on how it works. I tried working with it in MML but... You can only use an odd-number when setting the amount of points in the wave form? And something about no vibrato? And something about linking together multiple waves into one?? So many questions...

Posted: 2012-01-06 02:45 Reply | Quote
jrlepage
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#28418
KuroBit wrote:
You can only use an odd-number when setting the amount of points in the wave form?

Not quite... Waveforms are defined by a minimum of 4 samples, which you can increase to a maximum of 32 in increments of 4. The actual maximum length of your waveforms will depend on the amount of channels you have enabled, and the amount of buffers you want to use. The first number in the waveform selects the buffer, which is a slot in which a waveform can sit... You can assign several waveforms to a given buffer, but each one can only called once at any given time in your tune. I usually separate it from the waveform with a comma, like so:

@N0 = {00, $f $e $d $c $b $a $5 $5 $4 #3 $3 $4 $3 $8 $a $c $a $7}

KuroBit wrote:
And something about no vibrato?

That's only true if you forget to add #PITCH-CORRECTION in your MML header. Adding in that line lets you use SA<num> on your NAMCO163 tracks, which in turn enables vibrato, pitch envelopes, etc.

KuroBit wrote:
And something about linking together multiple waves into one??

Not familiar with that one, but I think it has something to do with switching between two or three (or more, if you have the patience) different but nearly identical waveforms really fast to create the illusion of a more complex wave. This NSF by ionustron is the best example I can give you (look at track P, for instance).

Hope I've been helpful!

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Posted: 2012-01-06 03:23 Reply | Quote
KuroBit

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#28419
jrlepage wrote:
Hope I've been helpful!

Actually yes, you've pretty much explained everything, thank you!

I'm still a little lost on how it works, but it's the kind of thing I'd have to do myself to understand, I'm not that great at following instructions and explanations, but you definitely made it clearer.

Posted: 2012-01-06 11:15  (Last Edited: 2012-01-06 11:15) Reply | Quote
Xcalber

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#28423
jrlepage wrote:
As far as I can tell, it acts like a multiplier. The bigger the value, the faster your pitch bends/vibratos will happen.


Tried it, seems like it. Thanks!

KuroBit wrote:
I'm still a little lost on how it works


ionustron's stuff makes my head explode.

Oh, and tappy and robo-kabuto's stuff, too.

http://www.mmlshare.com/tracks/view/4e1c05540b3b2947be000025
http://www.mmlshare.com/tracks/view/4efd69830b3b2909ff000072

Seriously, wtf? Hahaha.

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Posted: 2012-01-06 12:27 Reply | Quote
jrlepage
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#28424
KuroBit wrote:
Ah, I really really hope this format is supported at some point...

Your wish just might come true, and sooner than you think...

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Posted: 2012-01-15 00:06 Reply | Quote
KuroBit

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#28673
Just because I'll be too busy messing around with the new version, I better say this now...

THANK YOU!!!! YES AWESOME!!

...And now I wait...

Posted: 2012-01-15 01:12 Reply | Quote
Bari10

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#28675
jrlepage wrote:
Your wish just might come true, and sooner than you think...


And if you don't believe him, look at the rearrangement on the wiki page.

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Posted: 2012-01-15 01:58 Reply | Quote
Doommaster1994

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#28677
As soon as N106 support is released, I'm doing a cover of the Famicom version of Rolling Thunder. It's so much better than the NES version...

Posted: 2012-01-15 02:15 Reply | Quote
kinkinkijkin

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#28678
If I'm reading this right, 0.3.8 is already done and/or up...

By the gods this is a good feeling...

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