113

(23 replies, posted in Trading Post)

I'll make you a deal Jazz, I'll sell you nothing, for the price of nothing!

114

(9 replies, posted in Sega)

Thank you. It won't be too much longer until it can be used to actually write music.

115

(9 replies, posted in Sega)

Could be the cable, or worse a hardware issue. If it's a hardware issue hang in there, there's people around here that know how to handle that stuff.

116

(336 replies, posted in Sega)

The velocity/volume columns have been implemented in code. Both Note Previewing/Prelisten and sequence playback tested with velocity/volume values work perfectly. Since the velocity value has to affect the overall volume of the synth and since that depends on which operator algorithm is used, I had to read which algorithm is in use THEN apply the velocity/volume values to the appropriate operators' Total Level. Let me tell you folks, it was a bit messy to code this one! But you can rest assured that when you enter velocity values, the volume of your instruments will be the only thing affected and won't ruin the tonality of your synth! More progress to come, we're just scratching the surface.

Also, YMDj will come with a set of default FM patches so people who just want to up and away write music without messing with the synth can have fun right from the get go. But it will also come with the ability to import and export FM patches, of which there are thousands already on the internet. Same goes for samples.

117

(23 replies, posted in Trading Post)

Seeing how you're helping me get ahold of a flash cart, I can throw in GB usb 64m flash cart if it helps you get a Nomad or whatever else. You're paying shipping though!

118

(5 replies, posted in Releases)

Hey that's some crazy stuff you're doing with the pulse waves and panning effects! Nice to hear you're taking advantage of LSDj's synth wave feature too. I like the rhythmic variety as well, keep up the good work.

119

(336 replies, posted in Sega)

Jazzmarazz wrote:

Nice!

I'd say! Now I'll just have to figure out how to get a flash cart. Things were much easier back when I was still employed.

I need to start making a list of people that are going in the "Special Thanks" for when I get the Options Menu coded.

120

(336 replies, posted in Sega)

Monkeymook wrote:

Hey, I have a Model 2 Genesis (NTSC) that I recently refurbished. It's just sitting around in my apartment, chilling.

It has original cables, controllers, and whathaveyou. I bought it at MagFest, since it wasn't reading carts (needed a pin alignment). Runs good as new.

Do you want it? Just pay shipping, and I'll mail it to you.

If so, just hit me up (preferably by email).

Regards,
Daria

Yes. I'll contact you asap.
Edit: Email sent.

121

(147 replies, posted in Nintendo Consoles)

cTrix wrote:
CountSymphoniC wrote:

EDIT: Just saw the SNES tracker video. How long have you guys been working on it?


About a year.  We both work full time and have additional commitments - so it's taking a while.

We're pretty close to having it work solidly now.  Had some issues with timing on the re-player slowing down under playback pressure with lots of commands but it seems to be stable after a rewrite.

Something cool happening soon - standby :-)

Awesome work, good to hear. I'm working on my timing core right now for my playback engine, it's definitely going to be interesting seeing how it turns out. Hopefully I won't end up having to rewrite too much but I'm expecting to have to in order to get DAC sample playback going. We'll see. Nice tracker so far!

122

(336 replies, posted in Sega)

cTrix wrote:
CountSymphoniC wrote:

I haven't thought about doing it that way yet, but now that you mention it. I'm trying to get started on the playback engine figuring out how to do the core timing, the way I'm understanding it, it seems simple to do different grooves per channel and sounds easy to implement. In code, every channel would be updated independently rather than all the channels at once. I'll keep this feature in mind for you my friend.

Yeah - we looked at something like this on the SNES tracker too.  Play rountine logic and "play from position" goes out the window at this point! 

This is a really exciting project :-)  Looks like ultimate fun!  Have you talked to Batsly Adams at all?   I know he's got some amazing inside knowledge of how the Genesis ticks if you need more info.  Also, on a YM level, little-scale is pretty on top of it too (he's giving a presentation at PAX next month about it).

Anyhoo - PM away or hmu on fbook if you want intro's, etc to more Sega dev's.

Keep up the rad work - and don't feel rushed to get builds with the YM-play-routine out until you are happy with it.  *high five*

.... meanwhile... back to the SNES....

Now there's someone I can talk to all day long!

I saw your guys' work on your SNES tracker. Very nice work on your end too, it looks like we have the 16 bit era native trackers taken care of my friend! I haven't talked to Batsly Adams. The YM has alot of registers to deal with but nothing too complicated to handle. Just working on the timing core for playback right now. The 16 bit rebirth is coming very soon!

123

(336 replies, posted in Sega)

I haven't thought about doing it that way yet, but now that you mention it. I'm trying to get started on the playback engine figuring out how to do the core timing, the way I'm understanding it, it seems simple to do different grooves per channel and sounds easy to implement. In code, every channel would be updated independently rather than all the channels at once. I'll keep this feature in mind for you my friend.

124

(336 replies, posted in Sega)

Jazzmarazz wrote:

I have no doubt that it does. The YM is a beast.

The YM2612 is indeed a beast. I'm sitting here playing with the Synth editor right now and I'm just loving the incredible sound effects and instrument synth sounds I'm getting out of it. This tracker is turning out quite well, there's still so much work to do on it. Playback engine is coming up very soon.

125

(336 replies, posted in Sega)

Jazzmarazz wrote:

Whoa that color scheme looks fine as hell! And your synth editor is complex as hell!

Revo - wait for it - lutionary!

The other idea I had for the Synth editor didn't work out as planned. But it's actually not all that bad once you play with the settings for a while. Besides, it sounds awesome as hell too!

126

(27 replies, posted in Nintendo Consoles)

Wow. I'm surprised after all the drama surrounding his Genesis tracker he decided to come back. This is pretty cool, I'll have to check it out sometime.

127

(15 replies, posted in Sega)

You're very close. The reason why it sounds wide like that in the game is because it has two channels of it playing at once in stereo. You'll want one channel on the left, and one on the right... you'll either have to change the parameters of the second channel slightly to get that effect, or it can easily be done by having the second channel play the same thing but delayed a note or two, that gives the stereo effect you're looking for.

You need to use the panning command, from the Deflemask help file:

8xx - Panning

Panning will change the sound output of the channel to the right or the left speakers, normally it is 0x01 right, 0x10 left, and 0x11 both. But some systems can change it behavior, you have to check the system's behavior to see if the panning is handled differently.

128

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

Ahhh. See I thought you were looking for an alternative approach to using grooves to achieving unique rhythms. Have you used Deflemask before? You'll find it to be a very capable tracker for NES/GB/GENESIS/C64 and more wink