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VinsCool

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VinsCool last won the day on December 28 2021

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About VinsCool

  • Birthday 05/02/1995

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    Persona Secretiva Felineus
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    Québec, Canada
  • Interests
    Video games, chiptunes, food, and Atari, of course!
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    The game of Life
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    The game of Afterlife

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  1. Hold the SHIFT key while editing the instrument and press any of the Note keys within the active keyboard layout. This won't work for the Instrument Name area, or any part where you can edit text using the keyboard, since they will take priority over anything else in order to type uppercase characters with the SHIFT key being held down.
  2. Nope, closest to samples would be from exploiting the Volume Only mode bit in audio channels. Technically speaking, this could be done, but how or when to implement this would be a different story.
  3. A combination of custom tuning tables and few ASM patches were needed for each of them, yeah. 1.34 attempted to include as many "vanilla" functionalities as possible with a lot more tables, which considerably bloated the driver, while the other ones simply replaced existing tables with new ones, making versions specific for each ones of them if they were used for making modules. So to add them on top of the standard tables is obviously possible, in fact the very broken GIT commits were specifically made to add support for a lot more things from the get go. When this would get functional is another question I fear giving false hope, so I don't know. Not sure if I understand the question. Using the Goto Line XX commands in the Songline Block on the top right would do what you need. If you need to insert a jump between 2 lines, you could use CTRL+I to create an empty line, and create a jump with CTRL+G on the newly created line. If you meant in pattern, you may use a END line command with CTRL+Enter on the row you want to set as the last one to play. If you meant like using Dxx and Bxx commands like Protracker, that would have to wait until I finish implementing the actual effect command system, which is also something I could not give ETA about, because everything is broken, and I have not touched anything since July due to real life things mostly. No idea, probably busy with real life/work too from what I remember.
  4. Yup that is exactly how I ripped the Bunny Hop sound effect instruments to raw registers bytes, then I just picked 1 channel to play them. Technically any channel could be overwritten this way, with some modifications applied to the hackjob code I created for that purpose. Only AUDCTL would not be overwritten however, so there may be few undesirable outcome in some cases. Each sound effect is a pair of 2 bytes per frame, AUDF then AUDC, the terminator byte would be a $00 for the last AUDC byte played, which is perfect for this purpose since it would be unpleasant to sustain the last sound forever after if no music is also playing in parallel.
  5. I really like the timbres playing in this one. Going to take a wild guess and say it was produced using the Poly9 mode of Distortion 8 at 1.79mhz?
  6. Be sure that the instrument you wanted to save was the one currently active/edited in RMT before saving it to a file, and same for loading it back elsewhere, make sure the instrument you want to overwrite is the one that is currently active, then load the instrument file to replace it with the one saved previously. For example, if the instrument 02 is the one you are currently using in the source module, make sure to have it active, save as new file, and then load the file in the other module by making sure you are replacing the instrument you want to use, let's say, 05 if it's an empty slot, then you simply make instrument 05 active and you will be able to use/edit as much as you want.
  7. Thanks! I agree, there is many advantages using this format, but I wish it wouldn't be so complicated to reduce the memory usage still, this is something I have tried to work around some time ago with a side project using a much different compression format, but unfortunately I did get stuck so it's not quite worth using right now. Anyway, to answer your question, I did not really have a proper way to play sound effects either, so what was done was actually just run the music driver first, and overwrite channels with sound effects using dedicated routines to produce sound effects. Not very efficient but that did get the job done at least. I am not sure how exactly it was done in Bunny Hop, but I did make up my own attempt around the same time, and used it in my game DUMB PONG as a proof of concept, it was later used in Mytris by PPS, using the same code I previously made up, borrowing the Bunny Hop sound effects in the process. You can find an example of the "overwriting" hack here if you are interested, but I want to make it clear this is very poorly coded, made in a whim just to get "something" to work.
  8. I would like to be cynical and say not the one I have been working on, but 1.34 would be the "best" right now, despite the fact that many improvements came into the codebase later, only to be broken even more because I hastily tried to change too many things at once, gotta learn the hard way I suppose! Thanks for the fix, I honestly had no idea it would not compile, because it did work last time I touched anything related to RMT (back in July). I'm currently trying to gather the motivation to amend myself and go back to working on the project, and repair all the things I failed to implement properly, so I appreciate any help given! Very nice, thanks for sharing the module!
  9. This is the song that actually made me understand what was going on with the filter a few years ago, actually! I have been doing now is more or less exactly the same tricks but with additional tweaks learned some time later. This is the very first song I could say for sure used "absolute" control over the pulses, and this is the exact same tricks I have used in the much later Sketch 86 module. This is pretty much the same conclusion I have come to, I still have not fully understood how this stuff works but experimenting with the "Filterchord" sounds really made it even more fun. The generated waveforms are a lot more stable when the intervals are Just right, the more consonant the better. Here's an example of the Filter usage where it produced a "Voice Choir" tone using a Major 10th interval, combined to the regular PWM filter played with the "absolute" manipulations from earlier. I really could go on and on with more examples with the experimentation, but I think we can agree that there is a lot more going on with the filter when you find your ways around using it to produce impossible sounds It's so much fun, but also so much work to get things to sounds good, haha!
  10. The filter was applied at strategic timing, with different frequencies offset to produce that "sweeping effect", which was effectively resetting the channel phases to a known initial position, in order to cancel each others with slight phase offset to allow the filter to create a pulse width modulation effect. Here it was reset with a clock 64khz to improve the pulse width precision, the mode switch was getting masked every beat with the kick drums. Further in the video I was experimenting with various combinations in order to create stable pulse width modulation, which was pretty convincing if you consider that it's difficult to make things sound stable in the first place.
  11. Flourishing Falls Final.xex Flourishing Falls Final.rmt
  12. I can confirm the crash no longer occur for me. I get the same behaviour I had previously, which is just a single File Browser that could be dismissed, then everything will work perfectly.
  13. Update: I experienced another crash. This time it happened immediately when I tried to open the same source file, which was previously opened in the same program instance just a moment earlier. The only thing I did differently was to close the Debugger, before re-opening it to test some stuff in my program, and trying to load the assembly sources immediately borked the process. AltirraCrash.mdmp
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