It is currently Fri Nov 17, 2017 7:35 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Implementing music
PostPosted: Thu Sep 28, 2017 3:03 am 
Offline
User avatar

Joined: Wed Sep 20, 2017 1:14 pm
Posts: 15
Location: France
Hi everybody, I program a game with cc65, the music composer writes his music on famitracker. So I tried famitone to implement the music but a lot of effects are not compatible with famitone, so text2data does not want to create my .s file. :?

So how could I implement it without famitone?
(I did not find information by searching on google, even in assembler.)

Thank you for your answers.


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 3:13 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5822
Location: Canada
If you want full support of Famitracker, maybe just use famitracker's NSF driver directly instead of using famitone?


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 3:33 am 
Offline
User avatar

Joined: Wed Sep 20, 2017 1:14 pm
Posts: 15
Location: France
Oh yes, I did not know that famitracker had done a driver. Thank you very much. :)


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 8:18 am 
Offline
User avatar

Joined: Sat Jan 09, 2016 9:21 pm
Posts: 243
Location: Central Illinois, USA
MS-DOS wrote:
Oh yes, I did not know that famitracker had done a driver. Thank you very much. :)


What you have to watch out for is that famitracker's driver uses a lot more resources (more cpu time, etc). That may be fine for a small game, but may not be appropriate for a bigger project.

_________________
My games: http://www.bitethechili.com


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 8:30 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19221
Location: NE Indiana, USA (NTSC)
Two big drawbacks of using the FamiTracker driver straight up are ROM size and lack of sound effects.

Which effects are used, and how many instruments are used? I may be able to recommend a way to shoehorn the effects into FamiTone2 or another driver that supports other effects.


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 9:38 am 
Offline
User avatar

Joined: Wed Sep 20, 2017 1:14 pm
Posts: 15
Location: France
Indeed famitracker driver requires a lot of resources, the musics need 7 instruments, for the effects there are Axx, 4xx and Cxx for now.


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 10:03 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1823
Location: DIGDUG
Quote:
the musics need 7 instruments


I hope you don't mean 7 simultaneous voices. Though, you seem familiar with Famitracker, so maybe you mean 7 "Famitracker instruments", which is fine.

When someone talks about a MIDI file with 7 instruments, they mean simultaneous play, that is why I'm confused.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 10:08 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19221
Location: NE Indiana, USA (NTSC)
Here's my advice for each of the effects you mentioned.

Pently:
  • 45y (vibrato at rate 5, depth y) is supported for musically sensible values of y.
  • A0x (volume decrease) can be baked into an instrument's volume envelope, especially its decay phase.
  • C00 (stop playback) is supported.

FamiTone2, GGSound:
  • 4xy (vibrato at rate x, depth y) can be baked into an instrument's pitch envelope.
  • A0x (volume decrease) can be baked into an instrument's volume envelope.
  • C00 (stop playback) should be supported; if not, use D00 (pattern break) and loop on a silent pattern.


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 10:40 am 
Offline
User avatar

Joined: Wed Sep 20, 2017 1:14 pm
Posts: 15
Location: France
Ah thank you very much for this post, it will help me well. :P


Top
 Profile  
 
 Post subject: Re: Implementing music
PostPosted: Thu Sep 28, 2017 2:18 pm 
Offline
User avatar

Joined: Sat Aug 15, 2015 3:42 pm
Posts: 108
Location: France
If you really want to use the famitracker driver and have SFX support, you can use it with Shiru's SFX part of famitone.

Here's the topic : http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=169473

Works fine for me.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group