Here's the thing, we certainly would want that, it would make it a lot easier to optimise the song to use less patterns ...
OK, we'll have to see if Delek can be persuded to change that behavior in a future version, then.
Using less patterns would be a big benefit!
You'd do an assembly-language-source ".include", rather than a ".incbin" or a HuC "#incbin".
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I suspect that the current data format (without banking) is going to be limited to 2 or 3 tunes (there is maximum of 255 "patterns").
This sounds super complicated. Also, would it be possible to have one bank have all the sound effects?
I'm sure that it can all be wrapped up into something that's reasonably-easy to use.
And "yes", it is fairly easy to have separate banks for music/effects if I move to a "binary" format for the music data.
That format would just put all of the tables that point to the interesting bits of the music data in constant locations in a bank. It will waste some space, but allow more flexibility.
It's probably more useful for a HuCard game than a CD game.
I just wanted to pop in and thank you for doing all this hard work Elmer, and Michirin9801 thank you for providing him with such useful examples, awesome work everyone!
You're welcome!
It's really good to hear all of this PCE music that's being created these days. I love it!
Now you caught me off-guard, I'm unsure on how 'exactly' it's supposed to work, but from what I can hear on the tracker itself, setting it to 04xF really has a difference of 1 semitone both upwards and downwards, but it seems to linger on the higher pitch of the vibrato effect a little longer than it does on the lower pitch, but maybe I'm mishearing things...
Just so that we're on the same-page with the language ...
http://en.wikipedia.org/wiki/Vibratohttp://en.wikipedia.org/wiki/Finger_vibratoAnd this has a good picture of "depth" vs "speed" ...
http://www.listening-singing-teacher.com/Vibrato.htmlFinally, this link from Wikipedia, is a good example of a simple sine-wave vibrato ...
http://upload.wikimedia.org/wikipedia/commons/e/e7/Frequenzmodulation.oggIt's a very "regular" and, to-my-ears, "pleasing" sound.
Here is my DefleMask test, which is your Misty Blue, with the 1st Matrix Row changed to have empty patterns everywhere except for one test-channel ...
http://www.dropbox.com/s/s98ax5vk1o75xca/vibrato-test.dmf?dl=0Playing that in DefleMask gives what I'd describe as a wah-wah sound.
It seems audibly less "regular" than the example from Wikipedia.
It's a C1 note, with an $041F effect (speed 1, depth 15).
That's a Vibrato Speed of 1/64th cycle per 1/60s -> 64/60s -> 1.07s-per-cycle, and a Vibrato Depth of, according to the docs, "Maximum depth is a full note.".
OK, if I choose to read "note" as "tone" instead, then we're talking about a range of +/- 1 semitone.
+1 ... -1 = 2 semitones = 1 tone.
Now, looking at the data that's output in the .hes file, the original "period" (not frequency) is $06ae.
And with the vibrato, the
period varies between $0673 and $073C.
Here's a quick table of the
period values that surround C1 ...
C1# $064F
C1 $06AE
B0 $0714
A0# $0780Looking at that, you can see that the frequency varies between - 1.5 semitones and + 0.5 semitones.
But looking at the timing data as well shows that the pattern of the vibrato is like this ...
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-----Which is why it *sounds* different, to my ear.
BUT, and it's a huge "but", there is nothing "wrong" in absolute terms in having that unbalanced vibrato waveform.
AFAIK it is a valid, if very unusual, choice.
I'm trying to figure out if it's a deliberate "choice", or just a math-error in Delek's implementation.