From 09fcea6c83c545c2da2e613225bcb3cae71e271d Mon Sep 17 00:00:00 2001
From: Persune Song editor

- It is also possible to import module files as songs. Including - instruments is optional: if you choose to then the new instruments and sequences will be - added to the current project (it will not look for identical existing - instruments). If you choose not then only pattern data will be included, this is - used to combine multiple files where the same instrument set is - used.
+ It is also possible to import module files as songs. + Including instruments is optional: if you choose to then the new instruments and sequences will be added to the current project (it will not look for identical existing instruments). + If you choose not then only pattern data will be included, this is used to combine multiple files where the same instrument set is used.- You can also import grooves and the - detune table from the module file. - Note that importing the detune table will overwrite the existing table.
+ You can also import grooves and the + detune table from the module file. + Note that importing the detune table will overwrite the existing table.- The channel count selector is only available for Namco 163.
+ The channel count selector is only available for + Namco 163.
- As of vanilla version 0.3.5, a new vibrato style is available. The new - style is bending both up and down, as opposed to down only with the old style. - The new style is default for new songs and the old style will be default for files created with earler versions of - vanilla Famitracker. Here it's possible to change the style as you wish.
+ There are two styles of vibrato. The new style bends the pitch both up + and down, while the old style bends only bends the pitch down. +
+ Linear pitch treats all pitch effects on melodic channels uniformly by
+ subdividing each semitone into 32 equal parts.
+
As of vanilla version 0.4.0, linear pitch was added but not available.
- It is implemented in 0CC version 0.3.14.2. Linear pitch treats all pitch effects
- on melodic channels uniformly by subdividing each semitone into 32 equal parts.
Contributing
If you want to contribute to the help file, please feel free to - do so by creating a pull request or issue on the Dn-Help Github. + do so by creating a pull request or issue on the Dn-Help GitHub.
| Dn-FamiTracker Github: | -Link to Github repository | +Dn-FamiTracker GitHub: | +Link to GitHub repository |
| Dn-Help Github: | +Dn-Help GitHub: | Link to Dn-Help repository | |
| FamiTracker Website (archived link): | -http://www.famitracker.com | +http://www.famitracker.com | |
| Discord: | -FamiTracker Discord Invite Link | +famitracker.org Discord Invite Link |
Check for updates...
- Sends a query to Github if a new release is published.
(---) and note release (===).
+ Displays the note and octave, or the commands note cut (---) and note release (===).
Z = C, S = C#, X = D, D = D#, C =
+ E... (Q, 2, W is one octave higher)
+ 1 and note release is \, but both can be
+ changed in the configuration window and general tab.
+ / and *, but it can be configured the Shortcuts configuration menu.
+ Use insert-key to insert rows and delete-key to delete rows. Backspace will remove the previous row. - Each field can be cleared by using the '-' (dash) key.
+ Each field can be cleared by using the- (dash) key.
Channels can be muted by clicking it's name in the channel header, double clicking @@ -67,13 +72,34 @@ commands are Alt+F9 & Alt+F10.
- Selections can be done in this area with support for drag and drop operations. For selections, these commands are available:
- Ctrl+A (first time) = select whole channel, Ctrl+A (second time) = select all
- channels
- Ctrl+C = copy, Ctrl+X = cut, Ctrl+V = paste
- Ctrl+mouse wheel = transpose
- Shift+mouse wheel = shift instrument/volume/effect values up/down
- Special commands: Use Shift+Copy to copy volume column as text.
Additional keys can be found in key command-section.
From f93762c6b06959e21ac4f5b3441329af0409d82e Mon Sep 17 00:00:00 2001 From: PersuneSets the fine pitch in xx pitch units.
- The default value is 80.
+ The default value is 80.
Byte xx to be written at the address port specified. To be used with Hxx.
+
Byte xx to be written at the address port specified. To be used with Hxx.
Enables the length counter and sets it to the value listed in the table below.
+
Enables the length counter and writes the raw value listed in the table below. This raw value corresponds to a note length in
+ APU frame counter cycles.
On the triangle channel, this also intializes its linear counter; whichever shorter will cut the triangle output first.
- Default value is 01 (254).
| - | x0 | -x1 | -x2 | -x3 | -x4 | -x5 | -x6 | -x7 | -x8 | -x9 | -xA | -xB | -xC | -xD | -xE | -xF | -||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 0x | -10 | -254 | -20 | + For more information, see the + length counter table.
| Raw value (hex) | +Length in cycles (decimal) | +|||
03 |
2 | -40 | +||
05 |
4 | -80 | +||
07 |
6 | -160 | +||
09 |
8 | -60 | +||
0B |
10 | -14 | +||
0D |
12 | -26 | +||
0F |
14 | |||
| 1x | -12 | +11 |
16 | -24 | +
13 |
18 | -48 | +||
15 |
20 | -96 | +||
17 |
22 | -192 | +||
19 |
24 | -72 | +||
1B |
26 | -16 | +||
1D |
28 | -32 | +||
1F |
30 | |||
01 |
+ 254 | +
Base length 12:
+ +| Raw value (hex) | +Length in cycles (decimal) | +
10 |
+ 12 | +
12 |
+ 24 | +
14 |
+ 48 | +
16 |
+ 96 | +
18 |
+ 192 | +
1A |
+ 72 | +
1C |
+ 16 | +
1E |
+ 32 | +
Base length 10:
+ +| Raw value (hex) | +Length in cycles (decimal) | +
00 |
+ 10 | +02 |
+ 20 | + +
04 |
+ 40 | +
06 |
+ 80 | +
08 |
+ 160 | +
0A |
+ 60 | +
0C |
+ 14 | +
0E |
+ 26 | +
This effect also works for the MMC5 pulse channels.
Valid range: 00 - 1F.
- NSF (Nintendo Sound Format, invented by Kevin Horton) is a type of file used to represent NES music,
- first developed for storing ripped game music. That means NSF is not a native
- music format, instead it contains a small program that plays the music using the
- NES's 6502 CPU. FamiTracker compresses and converts the module data
- and attaches a player program when creating the NSF file.
+ NSF (Nintendo Sound Format, invented by Kevin Horton) is a type of file used to represent NES music, initially developed for storing ripped game music. That means NSF is not a native music format, but a small program that plays the music using the NES's CPU in a slightly similar hardware architecture.
+ Dn-FamiTracker compresses and compiles the module data and attaches a player program when exporing the NSF file.
- To create NSF files, select Create NSF from the File menu to open the NSF export window. - The NSF file options contains some options related to the NSF file format: the - song information fields is the same as in the control panel. There is also a - system type option: NTSC, PAL or Dual. Select Dual if you want the NSF to be - playable on both types of system.
+ To export NSF files, selectCreate NSF from the File
+ menu to open the NSF export window.NTSC,
+ PAL or Dual. Select Dual if
+ you want the NSF to be playable on both NTSC and PAL systems.Add. data checkbox indicates generating supporting
+ assembly code to be used with ASM or BIN export when compiling an
+ NSF file from source.
A few other formats beside NSF are also available:
@@ -36,41 +39,42 @@- As of version 0.3.5, an export plugin system has been added that - allows exporting to custom formats. New export targets will appear - in the drop-down menu when export plugin DLLs are added. As of Dn-FT - version 0.5.0.2, this has been disabled due to a potential security - attack vector.
+ As of Dn-FT version 0.5.0.2, the export plugin system has been disabled due to a potential security + attack vector.
- 
About
This is the sound generator found inside the NES CPU. The NTSC version - (America/Japan) is named 2A03 and the PAL version (europe) is named 2A07. The - difference between the chips is that NTSC version runs at 1.79 MHz - while PAL runs at 1.66 MHz.
+ (America/Japan) is named 2A03 and the PAL version (europe) is named + 2A07. The main difference between the chips is that NTSC version runs + at 1.79 MHz while PAL runs at 1.66 MHz.The audio update rate is typically tied to NMI or the video refresh rate, where each @@ -45,13 +27,19 @@
|
- - Note: - The volume level - of triangle and noise channels will be affected by the DPCM channel, - due to the way the sound is mixed in the hardware. - More info is available on the bottom of this page. - - |
-
|
+ + Note: + The volume level + of triangle and noise channels will be affected by the DPCM channel, + due to the way the sound is mixed in the hardware. + More info is available on the bottom of this page. + + |
+ | Key | -Frequency (NTSC) | -Frequency (PAL) | +Pitch | +Sample rate frequency (NTSC) | +Sample rate frequency (PAL) |
| 0 | -4181.71 Hz | -4177.40 Hz | +0 | +4181.71 Hz | +4177.40 Hz |
| 1 | -4709.93 Hz | -4696.63 Hz | +1 | +4709.93 Hz | +4696.63 Hz |
| 2 | -5264.04 Hz | -5261.41 Hz | +2 | +5264.04 Hz | +5261.41 Hz |
| 3 | -5593.04 Hz | -5579.22 Hz | +3 | +5593.04 Hz | +5579.22 Hz |
| 4 | -6257.95 Hz | -6023.94 Hz | +4 | +6257.95 Hz | +6023.94 Hz |
| 5 | -7046.35 Hz | -7044.94 Hz | +5 | +7046.35 Hz | +7044.94 Hz |
| 6 | -7919.35 Hz | -7917.18 Hz | +6 | +7919.35 Hz | +7917.18 Hz |
| 7 | -8363.42 Hz | -8397.01 Hz | +7 | +8363.42 Hz | +8397.01 Hz |
| 8 | -9419.86 Hz | -9446.63 Hz | +8 | +9419.86 Hz | +9446.63 Hz |
| 9 | -11,186.08 Hz | -11,233.8 Hz | +9 | +11,186.08 Hz | +11,233.8 Hz |
| 10 | -12,604.03 Hz | -12,595.5 Hz | +10 | +12,604.03 Hz | +12,595.5 Hz |
| 11 | -13,982.60 Hz | -14,089.9 Hz | +11 | +13,982.60 Hz | +14,089.9 Hz |
| 12 | -16,884.65 Hz | -16,965.4 Hz | +12 | +16,884.65 Hz | +16,965.4 Hz |
| 13 | -21,306.82 Hz | -21,315.5 Hz | +13 | +21,306.82 Hz | +21,315.5 Hz |
| 14 | -24,857.95 Hz | -25,191.0 Hz | +14 | +24,857.95 Hz | +25,191.0 Hz |
| 15 | -33,143.94 Hz | -33,252.1 Hz | +15 | +33,143.94 Hz | +33,252.1 Hz |
| Value | @@ -247,17 +248,18 @@07 | ||||||||||||||||
| Enable | -(Silence) | -Tone | -Noise | -Tone Noise |
- Envelope | -Tone Envelope |
- Noise Envelope |
- Tone Noise Envelope |
+ Enable | +(Silence) | +Tone | +Noise |
+ Tone Noise |
+ Envelope |
+ Tone Envelope |
+ Noise Envelope |
+ Tone Noise Envelope |
Valid values are:
- 
About
@@ -24,6 +20,12 @@ The channel uses a 64-step customizable waveform and has a simple frequency modulator.
+
+ | Welcome to Dn-FamiTracker | -
Contact and support
diff --git a/hlp/mmc5.htm b/hlp/mmc5.htm index 6281d8c..25d9942 100644 --- a/hlp/mmc5.htm +++ b/hlp/mmc5.htm @@ -9,10 +9,6 @@ Nintendo MMC5
- 
About
@@ -26,12 +22,19 @@ 7-bit DPCM DAC ($4011) requires constant attention from the emulated CPU core. This isn't practical with the current FamiTracker NSF driver or most drivers used in games. A driver and hardware setup tailored for PCM playback is required.
- -A notable game using the MMC5 is Just Breed. A game which utilized the PCM channel is Shin 4-Nin Uchi Mahjong.
+ ++ A notable game using the MMC5 is Just Breed. A game which utilized the PCM channel is Shin 4-Nin Uchi Mahjong.
Check 2A03 for more details about the square channels.
+
+ Instruments
diff --git a/hlp/n163.htm b/hlp/n163.htm index 3031ccd..89ff769 100644 --- a/hlp/n163.htm +++ b/hlp/n163.htm @@ -9,10 +9,6 @@ Namco 163
- 
About
@@ -43,7 +39,13 @@ To avoid this, either disable multiplexing in the emulation configuration settings, or use a sufficient lowpass filter in the emulation configuration settings.
+
+ diff --git a/hlp/sound.htm b/hlp/sound.htm deleted file mode 100644 index 6d9af9f..0000000 --- a/hlp/sound.htm +++ /dev/null @@ -1,124 +0,0 @@ - -
- -- Konami VRC7
-- The VRC7 chip contains a stripped down OPLL unit and has 6 channels for FM - sound. This chip was used by Lagrange Point.
-- Nintendo FDS
-- This is a single channel chip used in the Famicom Disk System hardware by - Nintendo. The channel uses a 64-step customizable waveform and has a simple - frequency modulator.
-- Nintendo MMC5"> - Nintendo MM The MMC5 chip has two square wave channels that are identical to the internal - 2A03 channels except for no hardware sweep function. It was used in the game - Just Breed by Enix.
- - - - diff --git a/hlp/sound_overview.htm b/hlp/sound_overview.htm index fe76dd5..74791fc 100644 --- a/hlp/sound_overview.htm +++ b/hlp/sound_overview.htm @@ -9,37 +9,37 @@ Sound hardwareOverview
- +- The programmable sound generator found inside the - NES and Famicom is located inside the CPU chip (called 2A03 for NTSC and 2A07 for - PAL).
- + The programmable sound generator found inside the + NES and Famicom is located inside the CPU chip (called 2A03 for NTSC + and 2A07 for PAL). + - + External sound hardware - +- The Famicom had the possibillity to mix audio from - cartridges, this was used by some games to add extra sound channels - from chips in cartridges. Some of these - chips are supported by Dn-Famitracker and is enabled from the - module properties dialog. Multiple expansion chips - enabled at the same time is at this moment not supported.
- + The Famicom has the possibillity to mix "expansion audio" from + cartridges. This was used by some games to add extra sound channels + from integrated circuits in cartridges. +- To create instruments for - these channels, select the channel with the pattern cursor and then add new - instrument.
- + To create instruments for + these channels, select the channel with the pattern cursor and then add + a new instrument. +- The following sections explains the hardware and + The following sections explains the hardware and instruments:
- +
+
+
+ + + + + + Sunsoft 5B + -
- About ++ The Sunsoft 5B is a chip manufactured by Yamaha, for Sunsoft. While + used interchangeably with the Sunsoft FME-7, and the Sunsoft 5A, + the only game to utilize the audio was in the Famicom game + Gimmick!. Due to Yamaha's manufacturing, it is a clone of their own + chip, the YM2149F, which itself is a clone of the AY-3-8910. -About -- The Sunsoft 5B is a chip manufactured by Yamaha, for Sunsoft. While used - interchangeably with the Sunsoft FME-7, and the Sunsoft 5A, the only game - to utilize the audio was in the Famicom game Gimmick!. Due to Yamaha's - manufacturing, it is a clone of their own chip, the YM2149F, which itself is a - clone of the AY-3-8910. The chip has 3 channels of audio, capable of - Tone (square waves), 32 pitches of Noise, and a user configurable Envelope - generator. However, despite these features, Gimmick! only used the Tone - capabilities of the chip. - -- -
-
- Instruments on the Sunsoft 5B are fairly close to the 2A03. However the
- biggest difference lies in the Noise/Mode macro, which replaces the Duty
- macro present on the 2A03. This macro allows one to toggle noise, tone,
- and envelope on the channel, also allowing one to freely mix between the
- three.
- - Noise/Mode Macro -
- - The Noise/Mode macro present in Dn-FT is relatively simple. There are three - bars, one for each "mode", which can be freely toggled. Above is a slider - allowing for the user to define what specific pitch they want, of the 32 - available pitches. For reference, the Blue bar is for Tone, the Pink is for - Noise, and the Yellow bar is for Envelope. - -- 5B Envelopes -The Sunsoft 5B has a configurable envelope generator, able to - play back 16 preset envelope sets. The table below shows each envelope and - its functions. - - -
+ The chip has 3 channels of audio, capable of Tone (square waves), + 32 pitches of Noise, and a user configurable Envelope generator. + However, despite these features, Gimmick! only used the Tone + capabilities of the chip. -+ +
+
+
+ + + +
+
+ Instruments on the Sunsoft 5B are fairly close to the 2A03. However the
+ biggest difference lies in the Noise/Mode macro, which replaces the Duty
+ macro present on the 2A03. This macro allows one to toggle noise, tone,
+ and envelope on the channel, also allowing one to freely mix between the
+ three.
+ + Noise/Mode Macro +
+ + The Noise/Mode macro present in Dn-FT is relatively simple. There are three + bars, one for each "mode", which can be freely toggled. Above is a slider + allowing for the user to define what specific pitch they want, of the 32 + available pitches. For reference, the Blue bar is for Tone, the Pink is for + Noise, and the Yellow bar is for Envelope. + ++ 5B Envelopes +The Sunsoft 5B has a configurable envelope generator, able to + play back 16 preset envelope sets. The table below shows each envelope and + its functions. + + + +
- + Back to sound hardware · + main index + + \ No newline at end of file diff --git a/hlp/vrc6.htm b/hlp/vrc6.htm index 99f7139..8a662b3 100644 --- a/hlp/vrc6.htm +++ b/hlp/vrc6.htm @@ -5,13 +5,8 @@ - Konami VRC6 -
- About @@ -19,6 +14,12 @@ channel. This chip was used in games as Akumajou Densetsu and Madara by Konami. ++
+
+
+ + Pulse 1 and 2 diff --git a/hlp/vrc7.htm b/hlp/vrc7.htm index 8018716..bab7664 100644 --- a/hlp/vrc7.htm +++ b/hlp/vrc7.htm @@ -3,56 +3,53 @@ -
- About The VRC7 chip contains a customized OPLL unit (YM2413) that has 6 channels for frequency modulation synthesis. The sound capabilities of this chip was only used in the game Lagrange Point by Konami, with the other game (Tiny Toon Adventures 2) using it for standard memory management. - -- Much like the Sunsoft 5B, this chip was produced by Yamaha, under the product code DS1001. + ++ Much like the Sunsoft 5B, this chip was produced by Yamaha, under the product code DS1001. This chip has 15 predefined patches and can hold one user defined patch, - the predefined patches are - customized for VRC7 and are not the default ones for - YM2413. + the predefined patches are customized for VRC7 and are not the default + ones for YM2413.- Note cut command will clear the key on flag, note release command will clear the - key on flag but keep the sustained flag. + Note cut command will clear the key on flag, note release command will + clear the key on flag but keep the sustained flag.
+ +
+
+ +
@@ -65,256 +62,271 @@
Use copy/paste to create and read MML strings from the clipboard of the - patch settings. + patch settings. Through the textbox, you may also directly edit the MML + patch bytes, or select and copy/paste the patch byte strings.The custom patch settings are enabled when patch 0 is selected and are used to customize the modulator and carrier oscillator, but it will also display the settings for the internal patches. - Note: when using sustained patches, use the note cut command to move on - to the release phase. The note release command will also release the note, but - does so at a fixed rate. + Note: when using sustained patches, use the note cut + command to move on to the release phase. The note release command will + also release the note, but does so at a fixed rate.
-
-
From 8a742c9bc28bfd19fad68711e6946a8feea1b8b5 Mon Sep 17 00:00:00 2001 From: Persune |
| @@ -22,11 +20,10 @@ |
|
+ + Note: + This license information is generated. For more details, + please view the license files that comes with this binary, + or visit + https://github.com/Dn-Programming-Core-Management/Dn-FamiTracker + + |
+
+PATCH HERE THIRD
+
+