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Topics - sverx

Pages: [1] 2
1
MilkyTracker Bug Reports / Bad Dxx behavior when xx is hex...
« on: September 02, 2010, 12:02:07 »
Hello
  I just found out this problem in a 0.90.85 running on an XP. If I specify a D2A I would expect to jump to line number 2A hex (42 dec.) but it jumps to line 1E hex (30 dec) just like if it is taking the first digit (2) as decimal and the second (A) as hex thus making 20+10=30. I guess it should consider the whole value (2A) hex instead, or am I wrong?
Keep up the good work :)


2
Help me find that... / searching FLT4/FLT8/OCTA/CD81/TDZx/EX08 MODs
« on: November 24, 2009, 12:46:52 »
Hello!
  for a MOD loader I'm writing I'd need some MODs to test. These should be of one of the 'types' in the subject. If you know what those means so probably you know how to get some. Suggest them to me, thanks! :)


3
Hi
  in MT if you define a vibrato in an instrument, that modulator wave won't be retriggered for each note. In FT2 it is.
Try this: give VibSpeed a value of 1, vibDepth a value 0xF (vibSweep seems that doesn't change) and choose square wave as modulator. Press a key (the C-4 key for instance) on the piano (under the instrument editor), release it, and press it again. Do that test again and you'll hear that. The same happens if you use this instrument in a module.

Hope it's clear enough. If it's not, I'm sorry, I can try to provide better info.

Bye! :)

edit: VibSpeed is 0-0xFF in MT, but if you load it in FT2 it will be just the lower 6 bits, so values 0-0x3F are ok, 0x40-0xFF aren't.


4
Console Players / DS: xm7play (preview)
« on: December 30, 2008, 18:08:44 »
Hi! It's a preview version (the UI is really simple...) but it works... on Nintendo DS, if you have a R4DS/DSTT/another adapter and some XMs on the flash card...

More details & download: here

Feedback appreciated :)


5
Software Showcase / libXM7 demo
« on: December 19, 2008, 14:08:48 »
A short post to showcase the demo of the Nintendo DS XM replay library I'm coding: libXM7.

To see the demo you'll need a Nintendo DS/Nintendo DS Lite with a "storage device" such as R4DS / AceKard / M3 etc... ... or the no$gba emulator, on a Windows box.

There are 4 XMs included, one kindly provided by raina. Download it here.

Feedback is appreciated! :)
Bye!


6
Wanted: Music for Projects / libxm7: next generation!
« on: November 18, 2008, 18:15:32 »
Hi!
  as some of you already know, a couple of days ago I released a (beta of a) library to play XMs on Nintendo DS. Raina (thanks!) even made a video and wrote a lot of details on the page, so check everything there, on YouTube: http://it.youtube.com/watch?v=9e8uyL4Qngo

Well, now it's time to go on and add what's missing... but I need help from YOU, I'm not a musician  :-\

So I'm searching for your tunes and/or your help in testing the work in progress. The XMs I'm searching should have maximum 16 channels (that's an hard limit on NDS...) and should use linear frequency table. Well, not every single effect will be supported with this release but we can talk about it later...

Everybody is welcome :) Questions? ;)

Reply here or thru PM, as you wish :)

Thank you! :)

Claudio


7
Tracking / Fadeout
« on: September 05, 2008, 12:53:08 »
Hi there. I'm trying to understand how fadeout on instruments (in XM modules) work.
I already understood that fadeout starts on key-off, so when the envelope enters in the release stage. What I don't know is: how the fadeout value affects volume? In the XM documentation I've read the fadeout 'full' value should be 65536 (0x10000) and this value should decrease by the instrument fadeout value every tick.
But in my tests this doesn't happen.
For example If I set in my test instrument the fadeout value to 0x100 the fadeout should be completed in 0x100 (256) ticks but actually -at least in the tracker I'm using, MilkyTracker- the volume fades to 0 way before 256 ticks, say in half of them.
Any idea? Where I'm doing wrong?


8
Wanted: Music for Projects / Searching 4 (or 5) XMs for my beta
« on: July 07, 2008, 13:27:37 »
Hi there,
  I'm going to release, I hope in August, a demo of the features of the XM library (beta!) I'm writing for the NDS, so I need some 4 or 5 XMs that will be "packed" into the demo.
I need some of your best tunes, but there are some things you should consider:
1st: there are max 16 channels so your tunes shouldn't use more than 16 channels.
2nd: there's no "sample interpolation" or "volume ramping" so deactivate them in your tracker and check if they still sound good enough.
3rd: it's a beta so it support only few effects yet (8xx, 9xx, Axy, Cxx, EAx, EBx, EEx, Fxx)
4th: XM file size max 1MB, better if <700 KB anyway.

Said that I have to add that instrument volume envelopes are supported and panning envelopes are not... both 8 & 16 bit samples are ok, both forward/ping-pong loop ok... mmm... well, I guess it's everything.

Of course I will give credit to the author(s) and a little space (for a link?) for each tune. What else? yes, my gratitude, of course :)

Thanks! Ciao!

p.s. ... in the while let's run a survey on what is the most important effect still lacking support... uh? ;)




9
MilkyTracker Community / Effects on 1st 'tick'...
« on: June 25, 2008, 16:31:22 »
Hi there!
 I've read on the FTII documentation (in the PDF I've found on MilkyTracker website) that "When using a command FT2 will use the first tick to play the note and the following ticks for effect."
... and then explains that effect 'A0F' will slide volume down of a value = 0x0F on tick 1,2,... but not on tick 'zero', the tick where the note is played. So it means that if SPD is 3, the volume will be lowered twice (and not three times).

So, if all that is correct, my doubts are:
1st: what about effect Cxx? It should work from the 0th tick - or the sample will start to a different volume and then change in the 1st tick?
2nd: what about having some A01 on different lines? Will the volume be lowered on the 0th tick of the next lines or not? If not, won't the volume be lowered in an 'irregular' manner?
3rd: does the "volume column effects" (like +x, -x, >x, <x ) work the same?

Any help will be appreciated :) (and sorry for my English...)

Ciao!

10
MilkyTracker Community / Sample Loop Types
« on: May 02, 2008, 11:13:13 »
Hi there,
  I'm not a composer... but I would like to know what exactly is the so called one-shot loop... and what's the difference with the other loop types, forward and ping pong, which both are clear in my mind, I think ;)

Sorry if the question was already been posted, I've been searching the Net (and this forum also!) but I didn't find any precise answer.

Thanks in advance!

Ciao :)


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