NES Sound Dev Needed Immediately - Famitone2 - PAID

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

Moderator: Moderators

Post Reply
DavidTCE
Posts: 7
Joined: Tue Mar 31, 2015 12:47 pm

NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by DavidTCE » Fri Oct 02, 2015 1:20 pm

Hello NesDev,

Long time no speak and things are looking great! Got a heck of a game coming together but we're in a CRUNCH time and we need someone to replace our current sound engine with Famitone2 and work with our current programmer over the next 3 days on it ( Due October 5th )

If you have the experience for this please PM me immediately, I need reassurance that you can do this so that we achieve the "portamento" effect.

Edit : Oh yeah this is a paid position and also credited but this is hand in pocket and an unexpected bill so let's talk about it !

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by dougeff » Fri Oct 02, 2015 2:16 pm

You're probably aware, but Famitone2 does not support Portamento effect. Nor vibrato, nor volume adjustments. :(

Are you married to the idea of using Famitone, because just about everybody on this forum has written his own sound engine.

I'm assuming you want to use Famitone because all the songs are written in Famitracker, right?
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
rainwarrior
Posts: 7636
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by rainwarrior » Fri Oct 02, 2015 2:28 pm

Famitone2 supports volume, what do you mean?

Also, though it does not support famitracker's portamento effects, you can simulate it somewhat with pitch macros (whether or not you need the effect depends on how often and how much you need to use it).

Also, "just about everybody" has written an NES music engine? I think the number is probably around 10 people, really.

User avatar
dougeff
Posts: 2598
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by dougeff » Fri Oct 02, 2015 2:32 pm

I'm exaggerating a bit. :)

and on the volume thing...to quote Shiru's Famitone readme.txt...

"- No volume column at all"

I've only used it once, so I'm no expert.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
rainwarrior
Posts: 7636
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by rainwarrior » Fri Oct 02, 2015 2:40 pm

Oh, yeah it only does it through macros I think.

tepples
Posts: 21706
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: NES Sound Dev Needed Immediately - Famitone2 - PAID

Post by tepples » Fri Oct 02, 2015 6:48 pm

Ultimately the problem is that the music engine that I've used since Concentration Room supports only pitch at whole semitones, not portamento or vibrato effects. In this particular project, I've tried to simulate portamento with grace notes using the extra-short row effect that I originally added for this NSF.

Post Reply