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RMT Patch 4


analmux

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Hi,

 

Here's the new RMT patch for those who'd like to do pokey music using the standard 64khz clocking. It is a patch of RMT version 1.27. The patch overwrites two tables: freqtabbasslo and freqtabbasshi.

 

-The patch of freqtabbasslo is for distortion 2 @ 1.79mhz instruments (use on channel 1 OR 3), as an alternative for the standard square waves

-The patch of freqtabbasshi is for the sawtooth wave (use on channel 1 (combined with 3))

 

How it works: I included a test tune (test.rmt).

Instruments 00 & 01 are examples of sawtooth instruments. This can only be used on channel 1 (on ch. 2,3 or 4 it won't do what it should).

Instruments 0E & 1C are examples of dist2@1.79mhz instruments. These can be used on channel 1 or 3.

 

In the distortion envelope (instrument edit mode), the following will activate them:

 

Use distortion '4' for dist2 at 1.79mhz (audctl bit 6 or 5 don't need to be set, the patch handles them by itself)

 

Use distortion '6' for sawtooth wave (now both audctl bit 6 and 5 need to be set). We need 'filter command' for this one, which is command 6. The parameter is just 0 0.

 

 

One can find it at: http://www.phys.uu.nl/~bpos/RMTPATCH/

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Oh yes, not to forget...: This patch still keeps the C & E basses as it is.

 

Nice. Works very well. Gen 2 (or 6 as it is now) stays in tune much better now.

 

Although, it doesn't seem to have portamento Or Fshift support.

 

Also, just a question. are you able to just Replace the "old" Gen 2 table with your new Gen 2 Table instead of overwriting the gen 6 table? I use gen 6 "16 bit bass" on some songs.

 

Was just curious if it was possible. =)

 

I was also wondering. in order to use songs made with your version (hack) of RMT in a game, would we need a special version of the "RMT player" routine for our game or is all the data in the "RMT song file" itself?

 

 

Sounds nice.

Edited by kjmann
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Nice. Works very well. Gen 2 (or 6 as it is now) stays in tune much better now.

 

Although, it doesn't seem to have portamento Or Fshift support.

Thanks. Well I think I made a mistake patching distortion(command) 6 for this one. RMT engine disables portamento, fshift etc. for distortion 6. Still thinking what to do, maybe it's still not a final version of the patch yet. I'm not sure if the disabling can be turned back in a simple way. So, I'm afraid it's a matter of putting one of the (8bit) C/E basses there instead.

 

 

Also, just a question. are you able to just Replace the "old" Gen 2 table with your new Gen 2 Table instead of overwriting the gen 6 table? I use gen 6 "16 bit bass" on some songs.

In this patch there's no 'old' gen2 table. If one needs pure tones, C bass, E bass and 16bit bass, then there's no space left for patches. This one still has pure tones, C bass, E bass. The 16bit bass, having 2 tables, is patched now.

 

 

I was also wondering. in order to use songs made with your version (hack) of RMT in a game, would we need a special version of the "RMT player" routine for our game or is all the data in the "RMT song file" itself?

Yes, we'd need a special version of the rmtplayr.a65 file. The RMT tool is patched itself, and will automatically export patched .xex versions of a tune. However, the bare RMT files only contain the music info (i.e. notes, tempos, instruments) and not notation tables and others. The coder will need to use rmtplayr.a65. I included this in the .zip, so people who need to include a hacked tune into a bigger project can use it. There's also comments in the .a65 file of what changes I made.

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Comments on Patch 4:

 

There was a mistake in the notation table of the sawtooth. The value $2D was occurring 2 times (on location for E-3 and F#3), instead of $2F for E-3, $2D for F#3.

 

I corrected it, and you can download it at the same location.

 

Still thinking about an alternative Patch, 4B. This one should activate vibrato & portamento for distortion 2 @ 1.79mhz.

Edited by analmux
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