1

(147 replies, posted in Nintendo Consoles)

potato: thanks for the spc! I'll definitely take a look at this soon. Also, hex will be supported for sure smile

kungfu: yep, sounds pretty standard smile . The driver will certainly support all of these things in some form or another (as soon as there's commands that can move around data most of your issues are already solved on a technical level, excluding stuffing it all into just an .spc as you mentioned). The hard part will be to figure out the abstractions in the tool and making it comfortable smile . It may be that compilation tools like that could be a additional programs actually - where the tracker tool is then used for instrument/sample prep; not necessarily organizing it all. We'll have to see when things are a bit more finished.. for now I'm just focused on making a great music composition/playback tool.

2

(147 replies, posted in Nintendo Consoles)

potato-tan wrote:

will the coarse/rough tuning values from the instrument table be included in the .ins files?

well, the ones from the tool will likely include this info, but in terms of instruments ripped from games, it's kindof guesswork at that point, so they'll probably be left out in that case. This actually isn't something I've addressed yet, so I'm glad you brought it up smile

adsr is a hardware thing, so it behaves how it behaves smile I'm currently working on a nice viewer for editing them, so it should feel pretty comfortable. Gain release will be supported.

As far as inverse/surround pannings, that's something I'll have to evaluate later. Again, not something I initially thought about smile

Also, do you have an example of that romancing saga3 stuff? never heard it myself smile

3

(147 replies, posted in Nintendo Consoles)

mcm: of course! the whole goal is to impose "what you hear is what you get" - the ram expansion in the tool is the only difference, and as I said, there's an indicator for when you go over smile . The rest of the audio engine is pure snes apu emulation; there's echo, noise and pitch mod too.

for samples, there's currently .wav import and .ins, which is a format I made for ripping/testing from other .spc's. It's basically just .brr with some metadata like loop point + envelope info, wrapped up in bson for extensibility.

4

(147 replies, posted in Nintendo Consoles)

kungfu: Looks like you've been spending a lot of time pulling apart my rom's big_smile The tool is a pc tracker like famitracker for snes.. superfamitracker I guess smile . There's a replayer that's a native rom, but it's in a VERY early state atm. We'll plan to be able to mute channels and stuff on the fly; it'll be mainly for playing back tracks live.

the main reasons we opted for a pc tool are for comfort: you really want to be tracking without the ram limits on the actual system, and you want to be able to reimport/encode samples very quickly on the fly. Since processing samples externally is a huge part of the process, iteration time needs to be as fast as possible. You can import .wav's whenever and there's an indicator for when you've gone over ram limit etc. It's pretty shit to try and track with samples and stuff with 8 buttons and a d-pad too, I'd imagine XD . Sure, LSDj gets away with something simpler, but so's the medium wink .

Also, this really simplifies the data model while actually working on the song, so the tool is inherently much more simple/stable. It's just less code smile . All the spc-specific transforms (minus sample encoding really) are done on export - pattern data gets split up into per-track components and compressed, samples are chopped at the loop points.. those kinds of things. But I guess you saw that stuff already ;D

so no, not a command line tool, as it's a full tracker. And it'll very likely be open source. Actually, the spc emu core that the audio engine is built on already is: https://github.com/yupferris/SamuraiPizzaCats (not done yet, but pretty close to what will ship in the tool. Better resampling and postproc are really all that remains for that purpose).

5

(147 replies, posted in Nintendo Consoles)

mcm:
1. It hasn't been something I've considered. For the most part (notes + samples etc) it's trivial, but things like pitch bend effects and stuff probably don't necessarily match 1:1 with what .it specifies (our tool may bend stronger, for instance) and covering all of those corner cases isn't something that sounds very practical. Maybe it's easier than that; I mean, if nothing else I could always bolt one on there and leave those issues for you to fix in the tool (which I find pretty reasonable actually). If nothing else that would get you one step closer smile .

2. The tool is a PC tool that currently exports .spc's, prebuilt rom's and a somewhat botched source export that allows me to get the dumped music as source for demos but isn't really useful for much else yet smile .

6

(147 replies, posted in Nintendo Consoles)

perhaps we should split this out into our own thread at this point?

7

(147 replies, posted in Nintendo Consoles)

also, I won the compo at tg14 I mentioned, with another track using the tool ;D http://www.pouet.net/prod.php?which=62927 \o/

8

(147 replies, posted in Nintendo Consoles)

kungfu: yep, if hardware supports it, it's gonna be in the tool. It's already in the emulator - just needs tracker support.

9

(147 replies, posted in Nintendo Consoles)

^ what he said big_smile And big ups back to you as well Chris; awesome to hear such banging tunes coming out of such an unfinished tool ^^

Also, if any of you guys are sceners, I've just finished a demo for The Gathering 2014 using the tool for music, so that'll be up in the next 12 hours or so after the compos. SNES DEMOSSSS!!!!

10

(22 replies, posted in Releases)

\o/

11

(147 replies, posted in Nintendo Consoles)

kineticturtle wrote:

...And maybe sync of some kind.

Well, I think for sync the expansion port is a bit more interesting, as it's connected to the apu clock, audio in's, a cpu interrupt, and more. But I'm more concerned about any real-time streaming between the cpu and apu, apart from what's already happening.. smile

but I won't speak on behalf of the project for another little while. I'll just say things are going well one more time ^^

12

(147 replies, posted in Nintendo Consoles)

cool to see some interest ^^ I won't spill the beans too much about this stuff yet, but, I'll say it's going extremely well and I think it will be quite useful.

Also, Jansaw, a tool for straight xm->spc conversion does already exist, called XMSNES. I can't remember where I found the binary, but it wasn't that long ago, so a little patience might help you there smile Won't give you access to any of the more interesting snes-specific features, tho.. wink

13

(147 replies, posted in Nintendo Consoles)

cTrix wrote:

we may have something coming

correction: something IS coming. wink

14

(147 replies, posted in Nintendo Consoles)

ctrix: oh, it's coming along pretty nicely.. lots of details to work out but I suspect to be able to pass you a test binary by the weekend wink