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Seoul, S. Korea
neilbaldwin wrote:
SnuGG wrote:

Senior Baldwin... where do we send the money to buy you a beer for your greatness?

Well, the charity link is still active from when I set it up for NTRQ. Don't feel pressured to donate but I'd sure appreciate it, and feel appreciated, if you did. You can wait until Pulsar is released though - that's cool.

If only you knew what donation meant in my terms...

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Seoul, S. Korea

Great new videos btw... I look forward to this alot. I'm with TCM on this one... and can't wait.

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rochester, ny

those videos look amazing. i love the little cheat sheet that pops up when you're adding effects. so perfect.

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Seoul, S. Korea
nickmaynard wrote:

i love the little cheat sheet that pops up when you're adding effects. so perfect.

this.

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WOW MAN!

Thanks big_smile

After I posted the video last night I fixed (up) a few outstanding things. Wish I'd waited as they would've been good to show.

1) The maximum table speed was limited by the way I'd done the speed handling. I changed it all around so that tables can now run at 240hz too. That weird triangle sound can now be even weirder smile

2) The logic for random table jumps has been rewritten. You can now specify a range for the jump so "J49" would jump to a random table step between 4 and 9. It works really, really well now. The possibilities for tables has now multiplied. e.g create 3 different arpeggios in one table and randomly jump around between them while a note is playing. Or setup an arpeggio loop that is synced with the Pattern speed and on each step of the arpeggio put a random jump somewhere in the range;

Step Pitch   Command
00    00       J03
01    04       J03
02    07       J03
03    0C       J03

Put one note in the Pattern and for each step you'll get a random note from the major chord arpeggio. Nice! smile

Of course, doesn't need to be pitch offsets to create an arpeggio, you can put whatever commands you like on each step of the table.

3) The new Jxx command replaces the old Table Jump command. Originally I had Hxx (jump/hop) for Patterns and Jxx to do the same in Tables but now Hxx works in both Patterns and Tables whereas Jxx is now a dedicated random jumper for Tables. Much better smile

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Geneva, NY

Will this be able to export to NSF, too? 

wink

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WOW MAN!
bleo wrote:

Will this be able to export to NSF, too? 

wink


I've said it before and I'll say it again: fuck NS-...... yeah, probably, at some point....

smile

I was thinking about it the other day actually and there's no real reason it can't happen. The problem I can see though is that the actual music data is going to be pretty big so some deft bank handling/switching would be required.

For the sake of your sanity though, don't be waiting on this feature. It's a long way off.

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Geneva, NY

Hehe... I was actually just half-trolling your ass, man... sir.

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WOW MAN!

Nihilist!

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venezuela ccs

The random table it opens my imagination, generative patterns controlled in the tracker is great to experimental and modern music in these days!

Last edited by EBOT (Aug 27, 2010 4:23 pm)

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Rochester, NY

no chance of this using a mapper that's currently supported by the PowerPak? if not, this would make it much less useful for myself and plenty of others (unfortunately).

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WOW MAN!
jbuonacc wrote:

no chance of this using a mapper that's currently supported by the PowerPak? if not, this would make it much less useful for myself and plenty of others (unfortunately).

OK, this is the situation.

I'm running it on PowerPak right now. I have to for testing purposes and it works fine. However, the amount of 'objects' is really limited;

Songs : 1
Steps per Song : 40 (hex)
Total Chains : 20 (hex)
Total Patterns : 20 (hex)
Total Instruments : 20 (hex)
Total Drumkits : 2 (12 samples each)
Total ADSR Envelopes : 20 (hex)
Total Tables : 10 (hex)
Total Vibratos : 10 (hex)
Total Duty Tables : 10 (hex)

The worst of these being the Patterns and Tables as while they are the most used, they are also the objects that take the most space :S

This is using 8kb save files. Using 32kb save files, as I intend once it has wider support, I'll obviously be able to multiply up a lot of those limits.

I have been in contact with Retro USB about adding support and I'm told that it can be done. It's just something I have no control over and I don't like to nag the guy so until I know otherwise it's a case of 'eventually'.

It may be the case that I'll end up releasing Pulsar using an 8kb save file memory model but I don't want to do that because any song files created using this are not going to be compatible when I eventually implement the 32kb memory model (it's not simply a case of scaling up the data sizes, the 32kb NVRAM is bank switched so I'll have to totally reconfigure the layout to work around this).

Beta testers, once I'm at that stage, will get a working, PowerPak-compatible, 8kb save file version.

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Would you be able to make a save file managment tool?

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Fuck NSF!?

Why? sad

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I see this as more of a real time performance tracker than a tracker someone would want to use for game or demo development...

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WOW MAN!
herr_prof wrote:

Would you be able to make a save file managment tool?

Possibly, what would you want it to do?

Also, I'd plan to have some kind of in-tool file management like LSDJ. But it depends on how much RAM space would be available. Song data does generally compress quite well and I've already got a compressor/decompressor from NTRQ.