Brinstar Cover Help
Brinstar Cover Help
I can't get the second frame to sound right. Can I please have help?
 Attachments

 Brinstar.ftm
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wow this is total BS
mmsound.bandcamp.com
you can see my beautiful music there~
mmsound.bandcamp.com
you can see my beautiful music there~
Re: Brinstar Cover Help
That's because this is a straight sixteenthnote rhythm and your module is set up only for triplets. You can mess with Gxx commands to get the rhythm you want, by fitting four notes into the space of three rows using delays. I gave it a try, not quite perfect, but you can test different Gxx values and see if you find better ones.
There might be a mathematical way to do it perfectly, but if I'm correcting in assuming that at speed 8 each row takes up 9 "ticks", then 27 (3 rows) isn't perfectly divisible by 4 and thus it'll have to be an approximation. Someone tell me if I did that wrong.
There might be a mathematical way to do it perfectly, but if I'm correcting in assuming that at speed 8 each row takes up 9 "ticks", then 27 (3 rows) isn't perfectly divisible by 4 and thus it'll have to be an approximation. Someone tell me if I did that wrong.
 Attachments

 Brinstar jax edit.ftm
 (2.45 KiB) Downloaded 69 times
Fan of:
Cave Story, Mega Man X, MOTHER 3, Star Fox 64, Super Metroid, Shining Force.
Classic SEGA, Treasure, Square, Falcom.
Various roguelike RPGs and shmups/bullet hells.
jaxcheese.bandcamp.com
Cave Story, Mega Man X, MOTHER 3, Star Fox 64, Super Metroid, Shining Force.
Classic SEGA, Treasure, Square, Falcom.
Various roguelike RPGs and shmups/bullet hells.
jaxcheese.bandcamp.com
 HertzDevil
 Posts: 475
 Joined: Thu Apr 23, 2015 7:39 pm
 Location: Hong Kong SAR
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Re: Brinstar Cover Help
jaxcheese wrote:at speed 8 each row takes up 9 "ticks"
At standard tempo, which is 150 BPM in 60 Hz, each row takes exactly as many ticks as the speed value. Therefore 8 ticks are consumed in each row and the Gxx values are
Code: Select all
ROW 00 : A3 02 . G08
ROW 01 : A#3 02 . G06
ROW 02 : A3 02 . G04
ROW 03 : F3 02 . G02
G09 becomes G08 during playing; row delay cannot delay notes for more than a row, otherwise the sound driver would need a variablelength priority queue to hold all the delayed notes. GFF is capable of safely delaying notes and effects by exactly one row, although iirc it had led to several bugs in the NSF driver around official 0.4.0.
It is possible to specify an algorithm which calculates the row offsets and Gxx parameters for any tuplet across a fixed number of rows:
Code: Select all
var R := number of rows;
var T := number of notes in the tuplet;
var Ticks[R + 1];
var Final[T];
Ticks[0] := 0;
for i from 0 to R  1 do // can be implemented as a left scan
Ticks[i + 1] := Ticks[i] + number of ticks on row i; // Refresh rate * Speed * 2.5 / Tempo
for i from 0 to R  1 do
var Pos := 0;
var Offset := Ticks[R] * i / T; // Ticks[R] is equal to the tuplet's total length in ticks
while not Ticks[Pos] <= Offset < Ticks[Pos + 1] do // can be done by floor division alone if there are no grooves
Pos := Pos + 1;
Final[i] := {Row = Pos, Gxx = Offset  Ticks[Pos]}; // requires an appropriate rounding off for Gxx
for i from 0 to T  1 do
if Final[i].Row == Final[i + 1].Row then // resolve notes on the same row as in G08 above
if Final[i].Gxx == 0 then
Final[i].Row := Final[i].Row  1;
Final[i].Gxx := Final[i].Gxx + number of ticks on row (i  1); // can be 0xFF
else
return false;
for i from 0 to T  1 do
if Final[i].Gxx > 0xFF then // may require higher values for very low BPM
return false;
return true, Final.
Feel free to implement this in any programming language. Note, however, that the number of ticks on any given row may not be uniquely defined if Fxx effects are used outside the tuplet.
The Metroid sound driver does not have the concept of meter; each note here is simply defined to have a duration of 6 ticks, which was retrieved from a lookup table for fast processing. So if one were to cover the ending theme instead, they might expect the triplet in the outro to sound "even"; however, it looks like this:
Code: Select all
ROW 00 : C2 00 . F07 ROW 00 : C2 00 . F12
ROW 01 : ... .. . ... ROW 01 : G2 00 . ...
ROW 02 : G2 00 . G04 ROW 02 : C3 00 . ...
ROW 03 : ... .. . ... ROW 03 :  .. . F02
ROW 04 : ... .. . ... ROW 04 : D2 00 . F12
ROW 05 : C3 00 . G01 ROW 05 : G2 00 . ...
ROW 06 : ... .. . ... ROW 06 : C3 00 . ...
ROW 07 : ... .. . S05 ROW 07 :  .. . F02
ROW 08 : D2 00 . ...
ROW 09 : ... .. . ...
ROW 0A : G2 00 . G04
ROW 0B : ... .. . ...
ROW 0C : ... .. . ...
ROW 0D : C3 00 . G01
ROW 0E : ... .. . ...
ROW 0F : ... .. . S05
Every note is 18 ticks long, and then a very short 2tick note cut is applied. As the first two notes in each triplet are shorter than the expected average ticks value (7 * 8 / 3 = 18.67), one cannot locally use a single Fxx effect to represent the triplets as is. Early sound programmers permit only such constructs when the BPM value is not "smooth" enough.
Last edited by HertzDevil on Wed Jun 17, 2015 2:32 pm, edited 2 times in total.
refactoring 0ccfamitracker
Re: Brinstar Cover Help
Okay, thanks for the help! I'm wasn't exactly sure of the Gxx effect.
wow this is total BS
mmsound.bandcamp.com
you can see my beautiful music there~
mmsound.bandcamp.com
you can see my beautiful music there~