emkay Posted January 27, 2018 Share Posted January 27, 2018 Patch 8 is a different number. As RMT also isn't optimized for 15kHz sound, and doesn't know what "2 operator sound" is, the Patch allows to have some access to those features of POKEY. They need different pitch to note calculations than standard 64kHz . Actually, it allows to use 16 Bit sound, but limits it to the 15kHz 8 bit resolution, to have two channels synchronized. 1 Quote Link to comment Share on other sites More sharing options...
makary Posted January 27, 2018 Share Posted January 27, 2018 The version I'm running says it is v1.28. I'm hoping that's Patch 8? Hopefully I didn't ninja edit on you. (I deleted a bit about E#. Let's pretend I didn't say that.) The song that I'm recopying the notes on by hand... it is starting to sound good! But I guess I still don't know what C1, H, and C2 are. From my reading, those might be some sort of German on Eastern European musical notes? But it still uses the standard Western musical scale that I'm used to, right? Sorry for the stupid questions, I know just enough to enter notes, manipulate music, but I can't craft a melody. I'm no musician. In some countries (i.e. Poland) H is used instead of B. And B is used instead of B-flat. It's just the difference in notation. . In RMT notation you can use C-1, C#1, D-1, D#1, E-1, F-1, F#1, G-1, G#1, A-1, A#1, H-1, C-2, C#2, and so on. The number next to the note indicates the octave to which that note belongs. C-1 means that C belongs to the first (lowest) octave. And H-2 for instance stands for B belonging to the second octave in the notation you're familiar with. 1 Quote Link to comment Share on other sites More sharing options...
jmccorm Posted January 27, 2018 Share Posted January 27, 2018 So things were clear. The notation pitches particular on the PAL version, has an error. So it plays lower notes a pitch too low. It's like you walk stairs down and break your bones on the lowest step, because it has a different height. It's a problem of the low 8 bit resolution. RMT doesn't help you, finding the right "spare note" , and also doesn't use the 16 bit resolution. The note ladder is standard in Tracker. You could load a MOD file in MPT (ModPlug Tracker) and get the feeling for the notes. I think I follow. I'll have to correct any sour notes on my own, and playing it on a mod player and comparing would be helpful. I've been cleaning things up and it is starting to sound like a decent song. Now I've got a new problem after importing a song! I unmuted the track that had the drum instruments and started to fix it. Actually, it started to go well, but further down, one of the notes is red and has a symbol to the left of it which looks like an arrow pointing up? My best guess is that it is a "track end" command. All the notes below it are grayed out. I've tried to shift or remove the symbol, but all my attempts have either erased all the notes below my current position, or it has filled everything up with a copy of that same note. Control-Home, Control-End, that sort of thing. Any ideas on how to repair a track like that? Thanks again, jmccorm Quote Link to comment Share on other sites More sharing options...
emkay Posted January 27, 2018 Share Posted January 27, 2018 Have a look at "Track" and "Expand Loops In All Tracks" 1 Quote Link to comment Share on other sites More sharing options...
jmccorm Posted January 31, 2018 Share Posted January 31, 2018 Have a look at "Track" and "Expand Loops In All Tracks" Nice... I successfully converted and modified a song. Thanks for that and all the other answers, emkay! The challenges that I ran into were that in the conversion process from the original MIDI to a MOD to an RMT were: Scrambled instruments (including the confusion resulting from the main voice becoming instrument 0, which was silent). All the notes were mysteriously transposed up in the neighborhood of an octave and a half. The loops were rolled up, so now I understand that this is an automatic process that I can undo. RMT instruments can have a limited range, which means that a tune needs to be matched to a capable instrument. Not all of these problems were the fault of RMT. While the original MIDI song sounded good, and the converted MOD sounded good, OpenMPT seems to be responsible for much of the scrambling. I believe that, when converting into MOD format, OpenMPT determines the pitch of each sampled instrument, and then it adjusts the original notes so that the sound will match the intended note. (It was preserving the sound and not preserving the recorded note and octave, so this made RMT look like it was the source of the corruption, when it was really the victim.) I think, in the future, I either need to figure out how to get OpenMPT to convert a MIDI into a MOD while preserving the original notes, or I need a better set of tools to perform the conversion. I was looking back through this thread (and a few others) and I'm in awe of the amount of POKEY understanding and some of the great instruments that have been created. The song is something that is going to be rolled into a larger project. Months down the road, right before I'm ready to release everything, I might just have to hit you up for some enhancements and refinement. Thanks again, emkay. Quote Link to comment Share on other sites More sharing options...
shanti77 Posted December 1, 2022 Share Posted December 1, 2022 When I use : ;* --------BEGIN-------- ;* ...\title0.rmt FEAT_SFX equ 0 FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable FEAT_NOSTARTINGSONGLINE equ 0 FEAT_INSTRSPEED equ 1 FEAT_CONSTANTSPEED equ 0 ;(647 times) FEAT_COMMAND1 equ 1 ;(36 times) FEAT_COMMAND2 equ 1 ;(1 times) FEAT_COMMAND3 equ 0 ;(0 times) FEAT_COMMAND4 equ 0 ;(0 times) FEAT_COMMAND5 equ 1 ;(2 times) FEAT_COMMAND6 equ 0 ;(0 times) FEAT_COMMAND7SETNOTE equ 0 ;(0 times) FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times) FEAT_PORTAMENTO equ 1 ;(1 times) FEAT_FILTER equ 0 ;(0 times) FEAT_FILTERG0L equ 0 ;(0 times) FEAT_FILTERG1L equ 0 ;(0 times) FEAT_FILTERG0R equ 0 ;(0 times) FEAT_FILTERG1R equ 0 ;(0 times) FEAT_BASS16 equ 0 ;(0 times) FEAT_BASS16G1L equ 0 ;(0 times) FEAT_BASS16G3L equ 0 ;(0 times) FEAT_BASS16G1R equ 0 ;(0 times) FEAT_BASS16G3R equ 0 ;(0 times) FEAT_VOLUMEONLYG0L equ 0 ;(0 times) FEAT_VOLUMEONLYG2L equ 0 ;(0 times) FEAT_VOLUMEONLYG3L equ 0 ;(0 times) FEAT_VOLUMEONLYG0R equ 0 ;(0 times) FEAT_VOLUMEONLYG2R equ 0 ;(0 times) FEAT_VOLUMEONLYG3R equ 0 ;(0 times) FEAT_TABLETYPE equ 1 ;(1 times) FEAT_TABLEMODE equ 0 ;(0 times) FEAT_TABLEGO equ 1 ;(1 times) FEAT_AUDCTLMANUALSET equ 1 ;(13 times) FEAT_VOLUMEMIN equ 1 ;(1 times) FEAT_EFFECTVIBRATO equ 1 ;(5 times) FEAT_EFFECTFSHIFT equ 0 ;(0 times) ;* --------END-------- I have an error when compiling with MADS: rmtplayr.asm (147) ERROR: Undeclared label FRQTABCLDGHI (BANK=0) Quote Link to comment Share on other sites More sharing options...
pps Posted December 1, 2022 Share Posted December 1, 2022 (edited) @shanti77 which version of RMT ASM do you use? Using optimized RMT ASM sources stopped working somewhen between 1.324 and 1.34 - at least for me. So I have to use LZSS for newer RMT. Latest RMT exports that direct, so it works. 1.326 and later does not work with rmt2lzss by @rensoup. LZSS replay lacks of sfx features, so not that usable for music+sfx ingame. Edited December 1, 2022 by pps Typo 1 Quote Link to comment Share on other sites More sharing options...
shanti77 Posted December 1, 2022 Share Posted December 1, 2022 I used the sources from the first post in this thread. I haven't read the whole topic, but there is probably one version of the "rmt_feat" file. For all melodies, you must use the source file, not the one generated by RMT. Quote Link to comment Share on other sites More sharing options...
pps Posted December 1, 2022 Share Posted December 1, 2022 1 hour ago, shanti77 said: I used the sources from the first post in this thread. I haven't read the whole topic, but there is probably one version of the "rmt_feat" file. For all melodies, you must use the source file, not the one generated by RMT. Ah I see. I thought you was referring to RMT ASM, that came with newer releases. There is optimizing not implemented atm. Quote Link to comment Share on other sites More sharing options...
makary Posted January 16 Share Posted January 16 I was curious about a guitar-like sound. It's a quite interesting feature of Patch 8. Just a short example: guitar.xex 4 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted January 16 Share Posted January 16 2 hours ago, makary said: I was curious about a guitar-like sound. It's a quite interesting feature of Patch 8. Just a short example: guitar.xex 3.16 kB · 0 downloads That’s cool! Do you have the .RMT file so we can see how it’s done? Quote Link to comment Share on other sites More sharing options...
makary Posted January 16 Share Posted January 16 1 hour ago, rdefabri said: That’s cool! Do you have the .RMT file so we can see how it’s done? Yeah, sure! Use please the attached version of RMT. dire guitar.rmt Rmtpatch.exe 2 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted January 16 Share Posted January 16 53 minutes ago, makary said: Yeah, sure! Use please the attached version of RMT. dire guitar.rmt 1.71 kB · 1 download Rmtpatch.exe 324 kB · 1 download Thank you! Quote Link to comment Share on other sites More sharing options...
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