Looks nice but I'm more concerned that RHDN didn't auto-merge your previous 2 posts that are a day apart. What gives?
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Eventually, I won't need Windows 7 to be connected to the Internet, so it won't be a problem.I see no problem here especially since a lot of utilities here run on windows (you can use emulators though).
An ExtremeTech reader called Benny sent us an email to say that the number 9 is considered unlucky in Japan.
Number 9 in Japanese is pronounced as kyuu or ku, the pronunciation ku means agony or torture, so it is also better not to use this one.
I found those links, by the way:Just so you're aware, these privacy concerns also affect Windows 7, 8,
That should be sufficient in and of itself as to why I won't be using any further Microsoft operating systems so long as they continue down the route that they are going down.
Thanks Chpexo!You're very welcome. Hopefully your application becomes a music editor in soon time; however, it might be a bit tedious to create an editor of your own. Famitracker has the ability to dump ftm files into text files; perhaps you can take advantage of this.
The ordering you supplied makes a lot more sense.
I have updated my application accordingly.
I will investigate more music-data - hopefully I can confirm some assumptions and maybe shed some light over the 'channel-headers'.I would suggest looking at additional "headers" as it might shed some light on what they mean and what they're used for. Notice how the channel headers for the title screen have 00 at the beginning and end. It's very possible that these are just little notes by the programmer to signify the start and end of the header, but this is just speculation.
00 DC 06 40 00
40 07 38
40 07 0E
3E 07 0E
78 D9 (loop instruction?)
Chpexo: Does first byte - in for example 07 38 40 - denote the instrument?Yes. Basically the instruments in this music engine denote how long the instrument is sustained. The lower the byte value, the shorter the note plays. But in your example, I believe you are showing parts of data for two notes, not one. Correct me if I'm wrong though.
I threw together a .NET application to play the channel data through the internal speakers (of the computer).Look like this program has potential. Once that program comes out of "beta" I'd be interested in making some covers for this hack. How about it? In addition, I couldn't get audio outputted despite pasting the bytes into the program as I don't have an internal speaker for my computer to my knowledge.
Here are some screen-shots of the 'masterpiece':
I have uploaded the beta-version to file-trip: http://filetrip.net/dl?VXsHF3gW7b
(Have patience and wait for the Download file button to appear - Do NOT click anything else!)
You have to manually copy-n-paste the channel-data (provided in text-files) if you want to try it out yourself.
The application assumes a fixed length for the notes (based on the notes in channel 1).
It can handle 3 octaves at the moment - but due to the nature of the internal speakers - it can only play one channel at a time :-(
Also - I really need help with figuring out the 'Channel-headers' - what do the mean?:FYI, the last bytes you provided are for the music note letters and are not the header. I'm not sure about the second to last byte though, modifying it does not heed any results. By modifying the other bytes they seem to just completely halt the music from playing so they seem to be a vital part of the music.
Channel 2 header - offset: 3 E5C9
00 DC 06 40 00 40
Channel 1 header - offset: 3 E665
00 DC 00 40 00 2D
Word Magic to the rescue!SEXINESS, NIPPLE, VAGINATE, VULVAS, and SEXUALLY are some words kids might find funny.
The biggest word list I have is the ABLE word list, with 209785 entries. In less than a second, Word Magic found 4992 words, 6 or 8 letters long, that contain only the letters from "AEPOZXLUGKISTVYN". The resulting list is too long and pointless for the forums, so I made a text file with it...
Download it here...
Can you find funny or dirty words in there?
I will do a play-through of the game to confirm my suspicion that those two channels are the only ones used.You're half correct. Apparently the game uses the Noise channel but never the Wave channel for music. It's possible the game only uses the Wave channel for sound effects only like Michiharu Hasuya does for most of his NES OSTs, but I'll leave that for you to check. From hearing the soundtrack, the engine is very limited. It either has a volume changing effect or none at all.
Am I correct in my assumption of a 'melody' channel and a 'backbeat' channel?Sort of.