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Messages - looper231

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31
Help Support Topics Archive / Re: Re: duplicate modules
« on: January 12, 2024, 04:11:04 »
Currently found 3 tracks, that are duplicate of "Speed-e Boy" by Martin Ivenson aka Nuke (or sometimes Spaceman).

https://modarchive.org/index.php?request=view_by_moduleid&query=172705 (Ykyrococ.com)
https://modarchive.org/index.php?request=view_by_moduleid&query=58075 (speedebo.mod)
https://modarchive.org/index.php?request=view_by_moduleid&query=130966 (speed-e_boy.mod)

Their sizes are identical as well as their length. The "ykyrococ.mod" upload has favourites and ratings on it. "speedebo.mod" upload only has favourites. "speed-e_boy.mod" upload doesn't have any such data

32
Players / Re: Understanding effects processing
« on: January 08, 2024, 18:34:06 »
He's onto something. Shower thoughts always win

33
Players / Re: Understanding effects processing
« on: January 08, 2024, 17:09:33 »
Call it a technical limitation of the way it was originally implemented.  It means that the moment you stop a portamento effect, the note will go back to its base pitch.  I don't see a way around it at the moment without re-writing the entire thing.  :'(

This might help:
The way portamento and vibrato works in a tracker is by changing the speed of the sample played. so to tone down the note's pitch, the sample is gradually slowed down.

I should have also mentioned, but pitches in trackers work same way any sampler does in a DAW. You tune it to a specific note and then each note corresponds to a certain speed stretch of the sample.

It doesn't work that way on non-sample based trackers of course, but if you're aiming to port XM, you should keep that in mind, maybe that helps you solving the question

34
Players / Re: Tempo, Speed, Rows, etc.
« on: January 08, 2024, 17:00:35 »

Intuitively (and naïvely), I feel that you either measure your track tempo by Ticks-Per-Row (Speed), or by Beats-Per-Minute (BPM), but not both.  To me, the former seems more natural in a tracker; while the latter is more natural in a higher-level production software, like Logic, etc.


I don't think that's the case for trackers here, because I've seen modules both with custom TPR and BPM together.

As I see it, when using BPM, you would have to necessarily define how many rows fit in a "beat."  But then, there is nowhere to enter such a number in trackers, so it seems very arbitrary to me.  (I guess you can just keep it in your head, like a 4/4 signature = 4 rows per beat, 16 rows per pattern, etc.)

There is a setting for XM to specify the number of rows on a pattern

35
Players / Re: Understanding effects processing
« on: January 08, 2024, 16:33:40 »
I suppose that for this, your comment above means that the base volume of the instrument (modulated by its envelope) is not affected, but the note in the channel is.

Is that right?
   -dZ.

Correct. the base volume of the instrument/sample isn't affected by the commands, but are instead affected on the channel where its played on. Let's just say, that whatever happens on the pattern sheet stays within that pattern sheet :-)

36
Players / Re: Tempo, Speed, Rows, etc.
« on: January 08, 2024, 16:29:08 »
As a reference if that might help: Most if not all C64 tunes were written on a PAL C64, meaning a 50hz refresh rate. In emulators, or even let's say "Furnace" (Another tracker) a SID will always be in 50hz mode. Hard to explain but if you line a SID playback with an another chip, you will notice that SID will sort of "lag" behind.

I think the only thing that doesn't rely on your refresh rate is BPM. from my experience listening to modules, the speed was mostly used to do a swing tempo (is that how you call it?), in other words, composers kept altering it between different values, for example

Code: [Select]
c-4 01 v64 F03
--- -- -- F04
--- -- -- F03
--- -- -- F04
--- -- -- F03
--- -- -- F04
--- -- -- F03

Amiga was PAL as well, but its speed didn't seem to rely on refresh rates? Maybe someone who is more confident in this can explain. I wasn't born back when tracking began rising, sadly  :angel:

37
Players / Re: Understanding effects processing
« on: January 08, 2024, 16:08:58 »
Hi again. The note volume stays to whatever it is sled to after. The effect itself slides the volume of the note played and not the sample itself. Keep in mind that "Volume slide" is not only an effect command but also a volume command. What do I mean? In XM and other later tracker formats you can do like so:

Code: [Select]
c-5 18 v64 ---
--- -- c01 ---
--- -- c01 ---
--- -- c01 ---
--- -- c01 ---

"c01" here is a volume command, which tells the note to slide volume. In this case, slide upwards. to slide it down, you use dXX command. This is useful for many different cases, like for example if you want to keep portamento while you're sliding volume.

Also keep in mind that there is an effect like "Kxx" which is a VolSide+Vibrato and "Lxx" which is VolSlide+NotePorta

It's ultimately up to a composer on how to use the tools.

Also, you can keep it in one thread. It's okay :)

Hope this helps

38
Players / Re: Understanding effects processing
« on: January 08, 2024, 14:34:15 »
Sorry for the bother, I'm sort of new to the scene -- can you recommend an AHX tracker for Mac?
    -dZ.
http://www.hivelytracker.co.uk/downl.php

39
Players / Re: Understanding effects processing
« on: January 08, 2024, 13:24:58 »
https://modarchive.org/index.php?request=view_artist_modules&query=85716&page=2#mods

A good chunk of them is AHX. rest are MODs with chiptune samples in them
The difference here is that in AHX is not sample based

40
Players / Re: Understanding effects processing
« on: January 08, 2024, 13:05:25 »
BTW, Dz, You can try to port Pink's chiptunes as a benchmark for your work. He has a lot of great chips out there. You can also take a look at AHX uploads, since they are SID-like tunes but made on Amiga.

Good luck with your project!

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