![]() In addition to NES music, I'm also interested in learning how to create SNES music so that it can be implemented into a SNES homebrew/ROM hack. I also found some neat things like this NES programming tutorial. At any rate, I'm wondering how much of the RAM on the cartridge can be used for audio and read by NES and Famicom hardware? How much can be used for an NES emulator? I know they are capable of more, though it requires additional hardware for the cart (apparently the Nintendo 64 can handle a 4-GB cart! Resident Evil 2 was the largest game released at 64 megabytes). The largest Famicom game was Metal Slader Glory at 1 megabyte (or 8 megabits). The largest official games for the NES were Kirby's Adventure at 6 megabits and Uncharted Waters at 5 megabits and most other games were at around 4 megabits. Unlike the SNES where the RAM for the audio and the RAM for the rest of the game are separate, the NES shares it. If necessary, I will look into those things further. I am not interested in developing my own program to convert FamiTracker data into usable code AND the actual implementation of that code into the game as my knowledge in these fields are very limited. Gradualore's GGSound was used in Super Bat Puncher (which is an outstanding game with outstanding music) and in Star Keeper (which I haven't played yet). Including DPCM â into NESASM, CA65, and ASM6 formats. You are on your own when designing sound drivers that are compact yet sufficiently expressive."âĪfter looking into it, FamiTone2 by Shiru allows for converting FamiTracker (v 0.3.6 and higher) music â FamiTracker's own NSF driver is never designed to allow fast playback instead, leverage existing drivers like Shiru's FamiTone2 or Gradualore's sound driver, or create an intermediate format yourself, either with the text exporter output or with the (not very usable) CFamiTrackerDocInterface class. "Do not use FamiTracker BIN export, especially if there are going to be sound effects at all. Will FamiTracker's "New Style" of vibrato (modulating the pitch up and down instead of the "Old Style" where it is just down) cause problems? Will having a very effect-heavy and musically busy soundtrack cause errors?Īccording to HertzDevil on the FamiTracker forum, he said this.How should I export the music data to the programmer?.If the ROM of a game with expansion audio implemented were to be played on the 2A03-only NES, would the expansion audio simply not play or would that lead to complications?.Would a Famicom Everdrive/flash cart remove that problem? VRC6, FDS, Namco 163) can only be used on Famicom hardware with the physical chip on the game cartridge (and on NES emulators, of course). Would changing the Speed or Tempo in the settings affect how the game performs? This includes the Fxy function which I use for ritardando and accelerando. ![]() Speed, Tempo, Rows, Frames)? I understand that the NES does not build its tempo on BPM like the SNES does but on some kind of "clock" timer. Are there specific Song Settings I should use (e.g.How do I sort out sound effects? Should they be separate songs in FamiTracker or in one song? Is there something I can do in FamiTracker that would allow for the sound effect to return back to the background music after the sound effect is finished playing?.What steps can I take to make sure that the music is more usable for the programmer(s) to implement into their development?Īre there size limits to individual tracks? I know that FamiTracker allows for limitless frames, but how much space can be used on a NES game to be used for audio?.NES, PRG, BIN, ASM, and tracker text formats. I then found this site which deals specifically with retro game dev and so I figure that I would be able to get clear and more follow-able answers here.įamiTracker is able to export NSF. That had me thinking about homebrew and ROM hack development, looking to improve my freelance music composition repertoire by expanding into the homebrew and ROM hack scene. I have used FamiTracker (a music tracker designed to perfectly emulate the 2A03 audio chip of the NES/Famicom) for many years and I've always been fascinated by the fact that whatever music made in that program can be played on original hardware. I'm a music composer for video games and movies (as well as an animator, writer, etc.).
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