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I'm not in front of my Linux machine right now, but my guess would be that maybe you grabbed a more recent version of a dependency in MonoDevelop?
I use very specific version (GTK# 2.12, OpenTK 3.1.0) i think and have no plan to update anything at the moment as things are pretty stable on all platforms. For example, I know GTK 3 has been out for almost 10 years and OpenTK has a 3.2.0 version, but i have no need to update. :)
I do prefer your option name, even if it is just as wordy.
Yes it is.
So I made it so that it only disables dragging sounds only when the sound is playing. This should give you the best of both world. You'll get silence when you are looping on your pattern, and you'll get audio preview otherwise.
Btw if you have an idea for a shorter name for this option, let me know. Its very wordy right now.
Hi. I dont have any plans to support exporting to these other systems, there is too much work to do around the NES already. Your best route would be to look at the FamiStudio Text export format, and write yourself a little piece of code that translate the music from one format to the other.
Thanks for the feedback. Seems like a fair enough request.
The only thing is that it might end up in the settings menu, is that OK with you? I don't want to add new toolbar buttons for very specific workflows, its getting crowded up there already!
Right now MIDI support is very basic. You will be able to play notes on your controller and hear the selected instrument/channel in FamiStudio, but that's about it. There is no recording functionality at the moment unfortunately.
Ok, this seem to happen a lot with OLD version of Mono. 4.x is definately old.
Can you try this:
- Rename NesSndEmu.so to libNesSndEmu.so
- Rename NotSoFatso.so to libNotSoFatso.so
(basically add "lib" prefix to both names)
Thanks and let me know if that work.
The FDS had huge potential but I have yet to see a good song made with it. I've open a lot of FDS nfs to look for one and it's all pretty bad. One of the issue seemed to be (im speculating here) that composer knew that the channel wouldn't be available in US/EU version so they always made it something optional (low humm in Metroid, bells in Zelda, etc). Sometimes only the title screen was making use of it.
But agreed, huge potential there.
The full list of games: https://wiki.nesdev.com/w/index.php/List_of_games_with_expansion_audio#Nintendo_...
Please share if you find a kick-ass song in this list!
Sure, right now I support up to 8 song per ROM. Would that be enough for you?
You use the left/right dpad buttons to switch songs. (not the most user friendly thing, but hey, it works). :)
Thats a good idea. As I was discussing with another user, the FDS is pretty much the only expansion chip anyone can get, so it makes sense.
As usual, releases are a few months apart so don't expect anything quick :)
Ok, thanks for the file. Ill debug a bit.
The fact that track pitch goes from -127/128 and and envelope pitch goes from -63/64 is simply because of the way it ends up being encoded in the NSF. One bit is reserved for special codes in envelopes. They both are in the same exact unit tho.
The sweep unit i have no plan to support in the short term.
I actually dont know if a Famicom cartdrige can access the FDS sound chip, very good question. Youll have to do some googling on that.
For the phase stuff, FamiTracker has a sweep effect that happens to (almost accidentally) triggers a phase reset. I know some people use it as such. For us we could add a "phase reset" track in the effect panel. Like a simple thing that you set to 1 to trigger a phase reset. Feels hacky tho.
Oh boy, a pitch unit is very fuzzy. Its the same units that you use in the pitch envelopes. Basically its gonna look something like this (this is in hexadecimal, trackers loooove hexadecimal):
It basically measures the length of 1 cycle of the waveform.
So higher pitches have tiny values, which low pitches have HUGE values. So a delta of +1 or -1 will be a lot more significant in high-pitches. FamiStudio does not try to compensate for any of this. You can probably hear it already on instrument with vibrato.
Those are good questions.
I have seen songs, Castlevania comes to mind, where they will add or subtract 1 pitch unit from one of the square channel (by setting a single value of -1 or + 1 in the using the "Pitch" effect track on the very first note of the song). This seem to break the interference that you mention and it creates very interesting effects. Channels become much more audible all of a sudden.
I didn't write the sound emutation for the base NES (i did write some of the expansions that were missing tho) but it should be fairly accurate. It will not be helpful at all for you, but "the phase of the square channels resets every time hi-byte of the 16-bit period is written". That was quite a mouthful. In plain English it means that the phase will only reset when you cross over these notes (approximately) : A-3, A-2, D-2, A-1, F-1, D-1. I dont think its realistic for you to purposely reset the phase in your songs...
I just have an Everdrive N8. The base version (need to get the pro soon) does not have an NSF player, so i use my ROM exporter. And no, i dont have any mods so if i were to use expansion audio, it would be emulated by the Everdrive... which would kind of defeat the purpose of using real hardware. I heard of people having boards with VRC6 and other expansions on them, but I dont know much about those. If you have a Famicom, getting an FDS would be super cool. That's the one expansion chip that anyone can get and run on actual hardware easily.
Awesome dude! I guess you are ready for the movie to come out then?
That's a valid point for phases. I never thought about that. Ill try asking around some of the chiptune gurus to see what they say.
In the mean time if you have a simple ROM that shows the problem, i can run on my NES let you know, we could see how it reacts.
- That's a good idea for the loop point thing. But this mean everything on the "right" of the "endpoint" will never ever play right? Its just a temporary storage area?
- Just slide them offscreen (left or right) they will go away. Right click to delete would be nice, but i unfortunately already mapped the release point to right click. Not exactly consistent. Need to think about this.
This thread is becoming a mess, but anyway. Here is another thing from your "wishlist".
When you drag a pattern and hold CTRL (to copy) it will now show a "link" icon to tell you that you really creating an "instance" of the pattern.
If you hold CTRL and SHIFT while dragging, the icon turns into a "copy" icon, to tell you that its gonna duplicate the content. I think its pretty user-friendly.
We still cant move to other channels, but baby steps...
Cool, i spend a few minutes to fix all of your issues. Let me know if you find others! Normally I would release a new version for crashes, but im hoping to be done with 2.1.0 by end of June, so i think we can wait 2 weeks.
Here is another feature recommended by some guy on Twitter: Mix Paste. It will preserve any existing data where you are pasting.
Here as an example, I copy then move the notes down one octave, then paste the old notes 5 frames to the right. The mix gives some kind of alternating octave.
Haha, never thought someone would ask this! I actually created myself a custom version of FamiStudio just for that. And ran the resulting images in AfterEffects to add the Depth of Field.
So unfortunately this was only for the trailer video. :(
Thanks for the brainstorm.
I might go with option #2. Ill runt some tests with different fractions and note sizes, see how it goes.
I want to avoid having too many dialog boxes. Well see. Its still work in progress. I hope to have this version done by end of June.
That was my original idea, i had drawn all the icons and stuff (1/4, 1/2, 1, 2, 4) but my fear is that it could be overly complicated? Maybe ill give it a try over the weekend see how it feels. Maybe its not too bad.
Cool! Ill be waiting for the next song on YouTube.