33

(24 replies, posted in Nintendo Consoles)

To my knowledge, there is no any SNES tracker in development. Neither a cross nor a native. There are only few converter tools around.

All docs and tools needed to develop SNES software are available. Don't think it makes much sense to write SNES music in assembly code from scratch, though - you always can make a converter that'll convert notes from a standart format, leaving minor amount of code editing to you.

My guess is the timbre balance too.

I would rather ask why NES doesn't have both saw and triangle, actually - when you have a triangle generator, throwing in a saw mode would cost next to nothing.

Triangle generator is not too different compared to saw - the same binary counter and a DAC, the only difference is that the most significant bit of the counter should invert output of the DAC. To combine both, a register-controlled gate that disconnects the MSB would be required (saw pitch is twice higher than triangle in this case).

Sine is more expensive, as it requires a ROM thrown in between the counter and DAC. However, this would enable arbitrary waveforms, defined by contents of the ROM.

36

(33 replies, posted in Software & Plug-ins)

Yeah, and wav render, and many other features.

37

(33 replies, posted in Software & Plug-ins)

In fact, any tracker with VST support allows for EQ, master, and stuff. Renoise could do this, but isn't free, while Psycle, Buzz, OpenMPT and some others both could do this and are free. They aren't that fancy looking, though.

38

(33 replies, posted in Software & Plug-ins)

I doubt that there is a single tracker in the existence that would be not good for making chiptune music.

I would name FamiTracker (NES emulation), MilkyTracker (XM), Psycle (VSTi host).

39

(174 replies, posted in Sega)

Sorry, such ornaments would require a huge change in the editor, almost making a new one, so no. I'm not even sure when I'll do a minor bug fix release which is certainly needed.

Changes in FM/PSG balance are one of considered things, it is often asked and should be done in the next version.

The thing that people who aren't into computers have no idea what the chips are, what the programming is, that there are different kind of computers, and that there are some limits. So if you mention any of these details, this would only create new questions, in the best case, or simply put a person into 'sorry, I'm too dumb to understand all that your rocket science' mode.

Another take, if you are a guitar player,  when you asked about your music, you won't get into details on your gear right away, like explaining the whole setup and how it works, or a brand of strings you are using.

Don't think it is a good idea to use the words 'sound chip'. I would say, 'music created with old computers and consoles' without getting into tech details.

Graphics Gale is a great tool. It has a freeware version, you only have to pay for commercial use and GIF support.

Needs major mixing and EQ work, I think, because everything sounds really muffled (a wall of mid freq something), with the only bright sound is noise, which is contruary - it has too many high frequencies, and does not blend with anything else.

Chip slaves?

I'd say this is what the BotB is good for.

The same for me. And here is why: it is the only invisible synth ever made.

Actually there are many ways how to cycle a palette on NES.

You can cycle colors 1,2,3 in every palette (like, 2 goes to 1, 3 to 2, 1 to 3) - this keeps the background color the same and uses the same predefined set of colors. You can cycle all four colors (1 to 0, 2 to 1, 3 to 2, 0 to 3), this will change the background color too, but don't forget that it is shared between all palettes, so only last write to any color 0 will take effects - thus the background will always have one of colors of one of palettes.

You can also cycle colors between palettes, cycle the 4-color sub palettes itself (all colors of palette 1 to palette 0 etc).

You can even cycle color values. Notice that low nibble of a hex code for a color is hue (0-d), and high nibble is brightness (0-3). So you can keep the top nibble while incrementing or decrementing low nibble, and have effect similar to the one that you can see while moving the Hue slider in a graphics editor.

You can use any samples on SNES, as long as they are fit the requirements.

Genesis uses FM synthesis instead of samples, although samples sometimes used for drums. There are few cross trackers for Genesis, i.e. they runs on a PC and create data that could be played on the Genesis.