I KNOW, man- I understand why neither program supports address macros since it's a pretty niche thing but still :/ Additionally, Dn-FamiTracker doesn't support changing the pitch of a sample while it's playing, it has to be restarted, but Furnace does let you do this. There's yet another technique I've found that lets you cleanly loop samples starting from a specified loop point instead of only from the start, without having to resort to the janky method of manually starting the sample from the loop point on the right frame. I'll have to make a different song to show that one off :P
@@AndreasRohdin-MrGamer I'm not using one :) (If I understood the question right) I'm programming this directly in 6502 Assembly and playing it through a standard emulator because I'm a madman :P
The bass line reminds me of Journey to Silius. Also, are you using the optimized fan-made version of the RP2A03? The DPCM isn’t affecting the Noise and Triangle channels.
Glad you asked! Not much, really :] The driver runs at 60 Hz, its pretty standard fare. The sample is standard DPCM being played and looped by the hardware, so all the driver is doing is changing the sample address register every frame, not much different from a volume macro.
@@ssg-eggunner the different pulse wave samples are 17-byte loops and there are 24 of them, so they take 408 bytes, and compared to, say, a typical bass sample, that's not bad at all, even if they can't be neatly packaged together in the ROM. The macro used here is about 24 more bytes IIRC? It's been a bit since I've touched this project because my personal life has been all over the place lately.
bro is turning dpcm into a litteral synthesiser and im loving it
keep at it!
im loving this sudden wave of songs made in this software/other similar softwares in my recommended
Sounds amazing 😮 Great job bro
this is sick, i'd totally use this if i were a nes dev (or if i used the 2a03 in a non-nes game)
I would LOVE to use this in any of the popular NES trackers. Dn-Famitracker is my go to NES composer but I'd use Furnace too.
I KNOW, man- I understand why neither program supports address macros since it's a pretty niche thing but still :/ Additionally, Dn-FamiTracker doesn't support changing the pitch of a sample while it's playing, it has to be restarted, but Furnace does let you do this.
There's yet another technique I've found that lets you cleanly loop samples starting from a specified loop point instead of only from the start, without having to resort to the janky method of manually starting the sample from the loop point on the right frame. I'll have to make a different song to show that one off :P
@@ttwtunes I LOVE it dude! What DAW are you using? I love "legal" hacks like this.
@@AndreasRohdin-MrGamer I'm not using one :) (If I understood the question right) I'm programming this directly in 6502 Assembly and playing it through a standard emulator because I'm a madman :P
@@ttwtunes th-cam.com/video/ulePG5d42qo/w-d-xo.htmlsi=dNQ7_WKX9y8ceweo
Those are some good looking dpcm
That noise can be a chiptune hihat loop samples
0:00 sounds like popeye stage 1
one (1) polygon
How, legit how do you do this
Bro make this a full song when done
Eventually™
@@ttwtunes It sounds like dnb too
The bass line reminds me of Journey to Silius. Also, are you using the optimized fan-made version of the RP2A03? The DPCM isn’t affecting the Noise and Triangle channels.
nah I'm not using that, I was just really lazy when putting this video together 👍
How much cpu time does that take
Glad you asked! Not much, really :] The driver runs at 60 Hz, its pretty standard fare. The sample is standard DPCM being played and looped by the hardware, so all the driver is doing is changing the sample address register every frame, not much different from a volume macro.
@@ttwtunes how much storage does the driver take compared to normal ones? I would like to know how much the dpcm data takes
@@ssg-eggunner the different pulse wave samples are 17-byte loops and there are 24 of them, so they take 408 bytes, and compared to, say, a typical bass sample, that's not bad at all, even if they can't be neatly packaged together in the ROM. The macro used here is about 24 more bytes IIRC? It's been a bit since I've touched this project because my personal life has been all over the place lately.
ooooh nice, are the dpcm waves synthesized on-the-fly?
Essentially yeah :] I'm swapping between different waves stored in the ROM as the sample plays ^^