You want people to make music on the PCE? Make something like Fruity Loops that directly outputs PCE music files. A program that is ONLY specifically PCE. A program where "what you hear is what you get" type interface. Because chiptune musicians, the good ones, are always tweaking the sound to get something interesting or specific, and down to even just one part of a song. Visual presentation of this is important. Dicking around with MML output, is not its equivalent.
I think the expectation that someone in the scene write some sort of full DAW-esque program specifically for PCE is both selfish, and borderline stupid, and misses the point of what I said completely.
Writing something like that is a MASSIVE undertaking and realistically would require a small team, and to what end?
It's not simple. People have been banging away trying to do similar things on all kinds of machines for years.
The closest to successful was Prophet64 on the C64, but the player code for that is so resource intensive that it can't feasibly be used for anything but listening.
Also, you can already get a visual representation of a song with MML if you put it into 3MLE. Once you know where you want effects to be at, placing them into MML isn't really any different than putting them into a tracker. You do realize this, right? Dicking around with MML is the same as dicking around with hex columns in a tracker. Don't sit and tell me a tracker's effects column is somehow better. It's not.
On the topic of "chiptune musicians, the good ones", what do you think I do with my stuff? The deep ass kick drum sound I got wasn't an immediate result. Nor were the lead sounds in Reflectron, or that weird bass noise I made.
It's not really much different to compose a song, get it playing, and THEN go through and sprinkle fancy shit onto it like slides, vibrato, and such. You often start talking about sound design as opposed to musical composition. They are two different things, but you conflate them. This is an incorrect thing to do.
Example: MIDI. What is MIDI? It's a bunch of digital data that jams into any listening device and THEY ALL SOUND DIFFERENT. You compose and end up with a MIDI. You can sit and fiddledick with sounds all you want once you send it into some kind of synthesizer or software program. You're going on about step B, missing the point completely about step A.
The conversion process required is hardly that difficult. You make it sound like it's all super difficult and cumbersome. It isn't. Maybe it is for someone who doesn't understand music or the software, but it's all pretty commonplace stuff to worry about. You will have the same kind of issues in a tracker, honestly. Your drums are mapped to notes. If you don't make the MML drums to the same notes, you'll have to go update them later.
Whoop. Dee. Doo.
I don't think it's fair to knock something as bad because you may not get it. It's probably better to try learning it, as opposed to dismissing it, possibly because it's not what all the cool kids are doing.
The thing of it is, you're talking about hobbyish/trackertune scene people and their wants/desires. When you have a workflow that "has ALL the advantages of a tracker interface", you forgot to mention that it also includes all of the disadvantages of a tracker interface. Trackers are not the be all end all, despite what apparently everyone seems to think. I think writing a song in a much more sophisticated program, and then outputting midi, going to MML-->PCE is a much smoother process than trying to compose shit in a tracker.
Why did you put player and samples in quotes, anyway?
You have to realize, a lot of commercial software had songs written much differently than how you seem to think.
Hubbard wrote songs for C64 games on real instruments, and then converted things over to the C64.
ALOT of musicians did this. Mega Man's tunes were made this way, even. Do you think they had some visual representation of all of this crap? no. They didn't. I would go so far as to say people like Galway, Hubbard, and Follin are "the good ones" you speak of.
Some of Hubbard's noises were accidents due to bugs in the SID chip. It wasn't him sitting with some fancy ass program where he jiggled stuff around until he went OH COOL.
1) The gap between in editor instrumentation/sound and in game.
The two guys that I've asked to help have had issue finding a VST or instrument that is similar to the squirrel preset wave forms. The youtube video () is appreciated but ultimately not very useful for finding a consistent sound between authoring software and the rom playing on emulation/hardware, especially considering how different each envelope and octave shift affects the sound of waveforms.
Yeah. Chip32 is free, and you can get approximate sounds out of it. You can also take those waves from Chip32 and make them as custom waves in Squirrel, to get the same sounds out of them...
Once you have the song playing though, it's really a matter of just fiddling with wave parameters and listening to the song again. Building the ROM and relaunching is slower than getting an immediate playback, but, it's... not that bad. Maybe an extra second or two.
2) Timing monitoring and beat/bar/note consistency
The guys also had issues with their songs getting out of sync due to dropped notes and or note lengths. The songs always spiraled out of coherence and would "break". If there is anything that I was happy with about my song I made with squirrel it's that I was able to overcome this by using macros/bars that I could loop. It still gets out of sync, I think I am 1/4th a note off somewhere, but it was very methodically planned and created straight in mml. I have not been able to make a good song converting a midi to mml because of this, the only "decent" music I've been able to get out of squirrel is by hand coding the mml.
Did they use 3MLE to verify that the timings were all correct? Sometimes, all that is needed is adding rests to finish off a measure so things stay in sync. If someone has an example, I can show you.
Othertimes, it's just a matter of importing with a different quantization setting in 3MLE when you import the midi.
3) Getting a midi that was compatible with a clean conversion to mml.
The midis we've found royalty free have been so outside of the 4-6 channel midi requirements that I was not able to get anything to sound even half decent (also due in part to the above two issues, the songs even when truncated to 4 channels would eventually sound way off in instrumentation, and in timing). Without creating a midi with converting it to mml in mind, in a specific application (which so far only seems like 3mle and fruity loops are confirmed as working tools for this), it seems very difficult to recreate midis in squirrel as mml. Perhaps if I worked with a musician who could create a specifically planned mid that we could pipe through 3mle and "spot check" like you mention in the tutorials, but without knowing the sheet music/what I am looking for, converting from a random midi to mml looks like converting Russian to Portuguese - I can't understand either, so spot checking is impossible because I don't know what I am looking for.
lol, yeah, lots of MIDIs have polyphony on channels, so converting them is going to suck. It's better to write stuff with 6 channels, no polyphony in mind.