Search found 9 matches

by gradualgames
Thu Aug 16, 2018 5:16 pm
Forum: Music
Topic: So Frustrating, Can't Import Famitracker Music
Replies: 11
Views: 765

Re: So Frustrating, Can't Import Famitracker Music

The official ggsound famitracker text to asm converter accounts for spaces and any other characters that don't belong in assemblers; however the developers of nesmakers instead chose to write their own converter. I personally felt that might be error prone versus just feeding the straight data right...
by gradualgames
Tue Aug 14, 2018 4:39 pm
Forum: Music
Topic: NESMakers: if you want effects, push Joe/Josh to use Pently
Replies: 14
Views: 746

Re: NESMakers: if you want effects, push Joe/Josh to use Pently

Kasumi wrote:
Tue Aug 14, 2018 10:57 am
I used an engine with even less features for Indivisible and it was more than enough.
It sure was! That soundtrack was gorgeous!
by gradualgames
Tue Aug 14, 2018 12:44 pm
Forum: Music
Topic: Another sound engine option besides GGSound: neslib with full famitracker driver
Replies: 0
Views: 253

Another sound engine option besides GGSound: neslib with full famitracker driver

Shiru created a version of his sound engine, FamiTone2, which integrates the full FamiTracker driver (FamiTone2 just plays sfx I think?? I'm not really sure. It's kind of a hybrid solution he has created, here). It is available here: https://shiru.untergrund.net/files/src/cc65_neslib_famitracker.zip...
by gradualgames
Tue Aug 07, 2018 3:52 pm
Forum: Music
Topic: NESMakers: if you want effects, push Joe/Josh to use Pently
Replies: 14
Views: 746

NESMakers: if you want effects, push Joe/Josh to use Pently

GGSound as many of you have observed is limited with respect to its support of FamiTracker effects. There is a much better engine, made by one of the best nes engineers in the world, Damian Yerrick, called Pently: https://github.com/pinobatch/pently There is a famitracker converter for it: https://g...
by gradualgames
Wed Jun 13, 2018 6:25 pm
Forum: Music
Topic: Extra GGsound Limitations
Replies: 48
Views: 2428

Re: Extra GGsound Limitations

I'm not 100% sure about nesmaker's ggsound converter as it is not the official one, but several of these points are incorrect with respect to ggsound's own capabilities, used on its own outside of NESMaker. 1. Songs must not use the effects column (except for effect Bxx). This is already documented ...
by gradualgames
Thu Jun 07, 2018 12:24 pm
Forum: Help
Topic: Getting GGSound working in a standalone project
Replies: 8
Views: 544

Re: Getting GGSound working in a standalone project

I dunno, it doesn't sound how I'd like, at least in the context of this song. I got it to compile! I tried to use a portamento envelope, and it was just throwing the note out of tune, which was a bit infuriating, but I think I figured out how it works. Thanks for the help! EDIT: It sounds like the ...
by gradualgames
Thu Jun 07, 2018 2:50 am
Forum: Help
Topic: Getting GGSound working in a standalone project
Replies: 8
Views: 544

Re: Getting GGSound working in a standalone project

Here's a vibrato pitch envelope I use in my songs: -1 -1 | 1 1 1 1 -1 -1 -1 -1 Here's a portamento (with vibrato loop at end) 92 -12 -12 -12 -12 -12 -12 -12 -8 0 0 0 0 0 0 0 0 | -1 -1 1 1 1 1 -1 -1 Obviously those aren't the only possible ones but you can probably stretch/adapt them to your needs. A...
by gradualgames
Thu Jun 07, 2018 2:20 am
Forum: Help
Topic: Getting GGSound working in a standalone project
Replies: 8
Views: 544

Re: Getting GGSound working in a standalone project

GGSound is feature complete. No further famitracker effects or features will be supported. (but since it is public domain and on github, you're free to fork it and do whatever the heck you want to it) There are other sound engines floating around the nesdev world, including one version of famitone2 ...
by gradualgames
Thu Jun 07, 2018 1:01 am
Forum: Help
Topic: Getting GGSound working in a standalone project
Replies: 8
Views: 544

Re: Getting GGSound working in a standalone project

Thanks for the bug report. ft_txt_to_asm.py has been fixed so that you can use anything for instrument names (as well as everything else). Please use the latest version (just master branch, not the 1.0 release which is quite old now) from the official github page: https://github.com/gradualgames/ggs...