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(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 :-)

I can't wait! Looking forward to what you have in store!

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(147 replies, posted in Nintendo Consoles)

Thank you for the update! It's a shame to hear about the difference in sound, but I'm glad to see the project in full motion. Good luck with the remainder of the project, and I hope your show goes well!

3

(147 replies, posted in Nintendo Consoles)

ferris wrote:
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

Thank you for the quick reply, and I'm really glad to hear about the ADSR and Gain release features! Here's an SPC from an Romancing SaGa 3 RSN: http://puu.sh/8FfhF.spc

In this SPC on channel 1 and 5 at 0:23 into the song, there's a waveform modulating on the fly. It's possible to change the speed of the modulation, and is featured in an MML compiler! (AddMusicM, to be specific)

Oh and another question, will there be hex value input for settings like ADSR/Echo/FIR input? Over the years I've grown accustomed to working in hex for that, and I think it would be helpful to have implemented. Thanks again!

4

(147 replies, posted in Nintendo Consoles)

ferris wrote:

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.

By the way, will the coarse/rough tuning values from the instrument table be included in the .ins files? Also, are there plans to implement Gain release, and will ADSR release behave like N-SPC? I was also wondering about the pulse-phasing effect that Romancing SaGa 3 does in some of its songs. Regardless, this project is looking awesome so far!

EDIT: Whoops! I forgot to ask about inverse/surround panning values too!

5

(147 replies, posted in Nintendo Consoles)

KungFuFurby wrote:

I actually have a very good sine wave on hand if anyone wants it in either .brr format or in an .it module (it uses a non-zero loop point because I couldn't get a proper sine wave with a loop point at the start of the sample). I also have my own set of pulse waves that I use for my SNESMod songs that I manually created through creating them in a hex editor then saving as .txt and raw importing them into Schism Tracker.

When I make my seamless-looped BRRs, I set a start/end loop point in OpenMPT to make sure they're multiples of 16, then I chop off the end of the loop using the Edit>Cleanup function. I export the .wav and import it into Audacity.

In Audacity, I go to File>Export and export as "Other uncompressed files", clicking on "Options" to set it to export as a headerless RAW, signed 16-bit PCM. I also make sure to clear the metadata before clicking OK.

Then I take the .raw's filesize (not on disk) in bytes and do "64-(<filesize>mod64)" and whatever value it is, I insert that many "00"s to the top of the file via a hex editor. I import it back into Audacity and export a .wav, then import a "looped sample" into SampleTool with a loop point of 0, click "Play" and steal the "temp.brr" from the tool's directory. (snesbrr likes to add silence near the end of the loop for some reason, and SampleTool can prevent that)

Finally, I import the BRR into C700, insert the loop point OpenMPT gave me, tweak the loop point a bit (it shouldn't be too far off) and export the final BRR.

It's a total pain in the butt, but it's the best method I know of, and thought I'd share it with you all. Special thanks to Vitor Vilela for all this information.