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RushJet1

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About RushJet1

  • Birthday 05/23/1984

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    Duluth, GA

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  1. here's the next best thing, NES music being played through a TIA FPGA with corrected pitches and 3 channels (NES noise and DPCM are retained): http://blog.kevtris.org/blogfiles/nes tia/
  2. I wasn't doing anything with the actual asm code player; I was trying to improve playback from the actual program itself which would seemingly arbitrarily skip frames if it ran out of time between the frames (which was often). however every version I've compiled has been unstable and the sound will eventually just cut out, even the code I got directly from Kylearan. I hate working with QT on top of that and Furnace will someday hopefully get an export option, so I haven't really been looking at this at all.
  3. Turns out this isn't as good as I'd hoped. The undo/redo functionality added by lonestarr actually crashes the program sometimes when I try to add frames to percussion or instruments (and the qt debugger doesn't seem to know why either). The audio is "more accurate" timing wise but sometimes just stops working entirely and I have to restart the program (at least I can save). This one is true even if I use an older version without the undo/redo functionality... the last track I wrote recently I restarted the thing 50 times at least. Furnace now supports TIA as a target and the second it gets .bin output I'm switching to that since it won't have these problems.
  4. Hey, I'm making UI changes and improvements to TIATracker and thought I'd start it up under a new name. This takes the undo-redo fork that lonestarr had made last year and combines it with my fork I also made last year that improves playback accuracy. https://bitbucket.org/rushjet1/tiatracker/downloads/TIATrackerPlus1.0.zip https://bitbucket.org/rushjet1/tiatracker/ -adds undo/redo functionality -adds the ability to click and drag envelopes instead of clicking each one -improves engine playback accuracy (much closer to actually being 50/60 hz) I still have a lot of UI improvements I want to add. I've made a list and need to clean that up. Not sure how many I'll get done as I've never really done visual C++ stuff before in any real capacity.
  5. Some of these have been linked in some forums here but I had not put them on YouTube. Most of them are unfinished though.
  6. I have two main issues with TIATune: 1) the sample rate is pretty low so the aliasing bothers me especially on pure square waves 2) you might as well just make tia-alike music in any tracker or on any sampler chip, to me the entire fun of making TIA music is making something sound at least OK on the very limited hardware 3) no distortion 3 lololol
  7. Thought I'd make a track based on using the distortion 3 sound (maybe I'm just being petty because TIATune users can't use that sound, and I think TIATune makes creating TIA music completely pointless). corrupt_data.bin
  8. Are you sure it would need a POKEY? https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=855334 gauntlet.bin
  9. Yes. Because I know how to do this now https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=820577
  10. Yeah and that was just me making a track that kept similar tuning to the actual TIA. I later ported it to the TIA though
  11. I halfway jokingly told Osman that I might have to really try at making a TIA version of the soundtrack if emulating bupboop isn't possible sand.bin
  12. Just as an easy link to the first track: https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=803118
  13. Three ways: 1) make percussion that does it, and retrigger the percussion every x steps as necessary. For example if your chords are 3 notes and your tempo is 5 frames per row, then you'd need a 15-length instrument of those three notes and you'd repeat them every 3 rows so they line up. You have a limit of 15 percussion instruments so this is kind of limiting, chord-wise, especially if you have other percussive instruments. 2) you can do this with instruments if you set the sustain start to something like 1 and the release to 4. It will play the "sustain" part in a loop until the note is no longer held. This is very limiting as there are 7 instruments max. 3) just use patterns, but you can re-use old patterns over and over. Patterns do not need to line up between channel 1 and channel 2, so you can have one channel be looping a shorter arpeggio pattern and be doing whatever on the other one. I did this for the empty space in one of my .ttt files a while back- it basically plays a 4-note pattern, then plays the same empty 60 rows pattern multiple times to save space. I might retool a program I wrote awhile ago to optimize .ttt files for repetition this way. If I ever need to.... edit: I would not recommend 1 or 2 because each frequency jump is not the same between notes. You basically have to make a new instrument or percussion for each individual chord as a result. I'll attach an example of the 3rd method. example.bin example.ttt
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