That's because the audio processor of the SNES is actually programmable, which means that only a low number of SNES games actually uses the same audio engine. Usually only games by the same developer. In other words: How audio data is played on the SNES depends, by a huge amount, on the game itself. This means that it's pretty much impossible to write a converter that outputs general audio files you can insert into every SNES game. A tool like that would only be possible for a specific game (or maybe a number of games). Only games using the same audio engine could potentially use the same audio format.
Well, I guess that could make sense. I mean, the SNES had a lot of different samples for each game, so it would be pretty hard to fully emulate it, not like the Sega Genesis, which has preset samples included in the sound chip (which is why the songs in each game are so similar and, ultimately, having a way easier time to fully emulate the sound chip). But isnt it possible to find some way to get songs made in C700 into SMW? I mean, if we are focusing in just one game, then I am pretty sure its possible. Plus, SMW hacking as a whole has advanced a lot, so...
Yes, for a single game, that's certainly possible, and for SMW hacks this has also been done a couple of times and solved in different ways. For example: There was a tool called "A MAD SCHEME", written by Kipernal, which ccould convert MOD files directly into text files you could insert into SMW as custom music using Addmusic. For some reason, the tool isn't available in the tools section, but it should still be available somewhere. I loved using it back then.
EDIT: Need to change instruments mid-song in FL? Use this to control MIDI Program Changes with note colors: http://blake.so/articulate/
I'm using C700 with BRSO Articulate, but sample changing simply doesn't work. Both plugins have the same port, some samples are loaded in C700 (in this case Guitar as sample 0 and Square as sample 1), the articulations are assigned for that samples in Channel 1 (first and second colors, respectively). Even Piano Roll shows the assigned articulation names correctly BUT... when i add notes using both colors, the program plays all the notes with the same sample (Guitar) because in C700, Channel 1 is showing that sound (Entry 0). If i move it to Entry 1, the program will use only the Square for all notes, no matter if i assign all the 16 colors, the results will be the same.
The "Wah Wah" effect is vibrato. Maybe its just bugging out on me but using the built in vibrato controllers don't do anything (they're limited with no pre-delay wheel anyways). It depends on what DAW your using, but if it's FL, I think every instrument has a default set of controllers and vibrato is one of them. I could be wrong though!
How do you add a vibrato effect to the instrument in C700? I'm trying to emulate the oboe in the third part of Omen (the opening theme) from Final Fantasy VI.
But isnt it possible to find some way to get songs made in C700 into SMW? I mean, if we are focusing in just one game, then I am pretty sure its possible. Plus, SMW hacking as a whole has advanced a lot, so...
You could record your SPC directly with C700 and then find some way to inject that SPC's code into the game's music code.... but more realistically (both in terms of programming and musically), you'd be better off exporting your MIDI data and .brrs, then manually re-creating everything in MML syntax. (However, PetiteMM lets you convert all the notes/panning/volume changes from a .mid into a .mml/.txt, doing about 70% or so of the work for you depending how many effects you have in your song)
How do you add a vibrato effect to the instrument in C700? I'm trying to emulate the oboe in the third part of Omen (the opening theme) from Final Fantasy VI.
I added an FLP in my first post to demonstrate this! Using BRSO Articulate, I set one of my command parameters to control MIDI CC #1 (Mod Wheel) and kept it consistent by enabling/disabling it using automation clips (Check out a YouTube tutorial on automation clips if you haven't used them before).
Make sure that every time you make a new BRSO Articulate, that you turn the Dynamics slider all the way down. I'm not sure why, but by default, Dynamics are mapped to MIDI CC #1 too, and causes wonky vibrato on your instruments until you turn it down/replace it.
Originally posted by Dragodog25
I need help ......... how do I use the c700 VST plugin with openMPT? I tried to add c700.dll as a plugin and I get two error messages:
"Failed to launch plugin bridge"
"At least one selected file was not a valid VST plugin"
I think that may be because you're trying to run the 64-bit version of C700 in the 32-bit version of OpenMPT, or vice versa. Are you using matching versions? That might be the problem!
Hello! All the values that are higher than $7F ($80 and above) should be subtracted from $FF and treated like a negative number, so:
$D9 is higher than $80, so:
Originally posted by Sample
$FF - $D9 = $26 -> -38 (decimal)
If we were dealing with $70, for example, it would just be:
Originally posted by Sample
$70 -> +112 (decimal)
For FL Studio, you can use BRSO Articulate to change instruments. Just change the instrument patch number within BRSO Articulate according to the note color you're using in the piano roll, and make sure you hook up the VST with BRSO Articulate's MIDI ports.
Hey, how do you guys get your SPC players looking so sharp? Mine has the Kanji all jumbled up and corrupted, and the regular english text is very tiny. It's also offset and moved a bit to the right in some places, just like weird scaling issues.
There should be a config file that came with your SPC player called "spcplay.ini". There's many settings you can change in there. Also, you can change the main font. From what I've seen, some fonts won't align some of the values being displayed in the SPC player. For FONTNAME, I have mine set to "Microsoft" which seems to display values just fine on my end.
There should be a config file that came with your SPC player called "spcplay.ini". There's many settings you can change in there. Also, you can change the main font. From what I've seen, some fonts won't align some of the values being displayed in the SPC player. For FONTNAME, I have mine set to "Microsoft" which seems to display values just fine on my end.
Oh, thanks!
I couldn't get "Microsoft" to work but using a font detector I found a font similar to yours and it seems to work perfectly, it's called "FreeMono" and it's a super close match.
This will help quite a bit, I was struggling to read the hex numbers and stuff, it was all scrambled.
-------------------- >:]
Joss Beaumont Goomba
Posts: 1/1
Since:
Location: France
Hello.
Sorry for my language, I'm french
(and I don't want to use g**gle translate..)
I have a question : I just downloaded the C700 plugin but my system seems not to be so much old to allow me to use it in logic pro X.
My OS is 10.14.2.
According to all of you, may I hope an update of it in a few days / weeks ?
Maybe I can use it in other software and import the sounds into logic ?
I'm thinking about Reason or something else.
And sorry for advance if this message isn't into the good thread
I also know 'D' stands for Direct, but what does that A 1 1 08 mean?
That's simply the type of the GAIN. D stands for direct i.e. a static envelope whereas A stands for... I don't know what 'A' means but these types of GAIN do slide. Here is the list of the GAIN types:
0
0
Decrease
0
1
Exponential Decrease
1
0
Increase
1
1
Bent Line Increase
Side note: To understand what these values mean, the last three bits control the type of GAIN. Bit 7 i.e. if the value is larger than $80 control then the GAIN type is, else D. D uses all other bits for its value (which is why the max value on these is $7F) whereas A reserves bits 5 and 6 (the possible values are therefore $00, $20, $40, $60, same order as the table) to determine the sliding type and teh rest on how fast the GAIN slides.
Follow Us On