Eh, the effects issue isn't that big a deal for me. It would be nice if they were supported, but sometimes you just have to work with what you've got.darkhog wrote: ↑Thu Jul 19, 2018 8:14 pmI see. Though it would be better if GGSound could utilize these effects as otherwise you have to bake them into instruments meaning you may have several instrument clones with different pitch bend rates and when you need/want to change a pitch of an instrument, you got to change every clone.
As for the inverting of notes, I really hope noise thing will be resolved by the 1.0 - from what I've read in this thread in GGSound the issue is already resolved so all that needs to be done is to merge importer code to NM's internals. Other than that, is there a way of automatically inverting notes or do you have to change these manually? I'd be pretty happy if there was a tool for that because otherwise it's a lot of work if you need to make a slight changes to the tune.
And as for inverting Noise channel notes, I just re-invert the notes in Famitracker manually before creating the .txt file, as there doesn't seem to be a way to do it "automatically". If it helps, here's a reference guide to show what each Noise channel note will sound like when compiled in NESmaker.
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Hopefully if this issue is fixed in the final version of NESmaker this information won't be needed anymore. What I'd like to see fixed are the buzzing/Atari TIA sounds the Noise channel can make using a duty cycle of 1 or 3. Those didn't work last time I checked.