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Goattracker mod2sng
Goattracker mod2sng







  1. #Goattracker mod2sng update#
  2. #Goattracker mod2sng manual#

Due to more complex nature of GT2, this can't be done, unless all SID writes were buffered. aren't yet initted at that point in time.ġ) In order to get that sound with ADSR $10FB, writes to $d405,$d406,$d404 have to come as close as possible. Audible waveforms ($11, $21) should not be used as the frequency, pulse etc. For 99% of the time, $09 is probably best choice.

#Goattracker mod2sng manual#

It is powerful, but manual & unfriendly, but no-one is forcing you to learn it, of course :)ġst wave is only for personal preference. In the pulsetable, you specify steps like "add to pulsewidth for ticks". Load GT1.xx songs into the editor to see how pulse gets automagically converted to new format.

goattracker mod2sng

Unless you actually tell what kind of bugs, how do you think I can fix them? Or did you only mean the ADSR "bug"? The timing of resid writes has changed a bit, but if anything now it more closely mimics the C64 playroutine. Sorry, right now your message has almost zero informative value. "Hardres/1stWave", why setting another value than What does exactly "Gateoff Timer" do? Why it is useful? How do I make make same Pulsewidth settings from GT1 Where is the problem: new ReSID, or new player? Problem: I converted a little bassline from v.153 I made some test-patterns and the end result wasn't too good. What's about the GT-forum we talked in another it seems that GT isn't yet stable. Also the pattern commands totally changed meaning sometime around the same time, or possibly earlier. GT 1.xx swapped the pulsenybbles (possibly other pulse stuff too, can't remember) at some point in 1.2 - 1.4 transition. The pulsetable seemed to have changed quite a bit all my gt1.25 tunes are fecked in 2.0, but nothing that can't be fixed with a bit of manual work in the pt i'd say =) Both standard & gamemusic now include the playroutine (as relocations performed by C64 on runtime would be too hellishly complex), and the data is non-editable, as it's missing some important info like amount of patterns, songs and instruments.

goattracker mod2sng

SNG format is described.Īs for the relocated data, the gamemusic data format doesn't exist anymore. Jackasser: Now the beta has been updated again, contains proper readme where the new. i hope my old worktunes won't get too mangled in this one. Haven't touched gt in 4 years now, but this looks interesting for a change.

#Goattracker mod2sng update#

sng files and the gamedata format? So that I can easily update my cutter utility to support 2.0 aswell without having to dig through your code _again_.

goattracker mod2sng

He said high-quality demotunes? I'd better not be first then, sorry Hein, go for it :D Quote: We'll first have to fight for that.Īh. I'd be glad to receive any (high-quality) demotunes with permission to include with the actual v2 release. Thumbs (and not just thumbs >) up to Cadaverītw. I see this release as a good excuse to start fiddling with SID again. Wonder what that GT master squeezed out of GT 2.0. (GT2 imports GT1.xx format, but doesn't save back to it, however) Yep that's true, but that was before I realized it was time to gut the old dataformat completely, and lose all pretenses of user-friendliness :) Think of it as a wholly different program, if you wish. Now it's time to start a new topic of tips&tricks with this release. All points on my wishlist are marked as accomplished. I guess this major version release will make a lot composers more than happy. User Forums - GoatTracker v2.0 betaįorums > C64 Composing > GoatTracker v2.0 betaĬadaver, didn't I hear you denying any activities in that direction a few weeks ago in an other thread.









Goattracker mod2sng