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Forums > C64 Composing > What editors are PPL using now?
2009-02-08 21:57
Sequencer
Account closed

Registered: Feb 2009
Posts: 13
What editors are PPL using now?

Hey. So I haven't coded a chiptune properly for C-64 since the mid 90s (I've used a hardsid in midi, a sidstation, and (gasp) quadrasid emulation but all mainly in recorded work). But now I am thinking it would be fun to make some new tracks, and some old friends are starting to ask me for them...

So, the last time I really did anything it was in JCH Editor (v17-19 range, I think... it is all foggy now). I'm curious to hear what people are using now and what enhancements have been made. I'm sorry if this is a redundant topic somewhere else --

I've dabbled with GoatTracker. Found it a bit off. But one thing I did like, that wasn't present in JCH editor was the sort of ability to vastly modify the instrument within the pattern data. For example, changing filter mode/cutoff/resonance within the voices vs. having to make one or several sweeping instrument definitions.

I had messed a little bit with multi-speed editing (x3), which at the time was a pain.

I'm also pretty interested in some of what has happened with C-64 + sample playback. I saw an impressive demo of something like a MOD or XM playing on C64, and then being post processed through the filter.

Anyway, curious to hear what people are using and why.
 
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2009-02-12 09:20
The Human Code Machine

Registered: Sep 2005
Posts: 112
Quote: the very much more important question is though: did you convert zakazak.s3m already? =D

No, it would need too much rework. I think it should be possible to include all the effects in the tune, since it only uses 2 voices, but at the moment the mixing routines don't support frequency or volume effects. At first someone had to convert the tune to normal Protracker format.
2009-02-13 06:27
Sequencer
Account closed

Registered: Feb 2009
Posts: 13
@stainless steel: That master effects 'channel' does sound really useful about SDI. Will definitely give it a look then. I haven't really touched JCH editor in ... 15 years or so. Holy shit I'm older than dirt.

@THCM: Your player sounds cool... especially for people doing live music or using a c64 in a studio environment. If it were only a MOD player it'd be one thing, but being able to mix the two sounds pretty amazing, albeit too heavy to mix with much visually for demos. The only big drawback is detached composition in 2 editors breaks up workflow. I suppose you could sketch ideas in a multivoice/VSTi tracker (like renoise) using emulated SID then recreate it for MOD/GT natively... I did something like this for Gameboy Advance music so that I could get past some laborious setup in the default tools.


2009-02-13 08:23
The Human Code Machine

Registered: Sep 2005
Posts: 112
@Sequencer Yes, I know. Workflow should be a lot easier, but it's still better than using Rockmonitor or to compose digi-tunes using an assembler. To make a composer's life a bit friendlier: compose with your favourite tracker using six voices and use the pattern converter to convert from .mod to Goat format. There's still a lot of finetuning to do. Perhaps it's a good idea to ask Cadaver, if he has time to include my mixing routines into his Goattracker.
2009-02-13 08:33
chatGPZ

Registered: Dec 2001
Posts: 11360
you could ask him, but i can predict that he wont :) he is too much of a purist to add samples :)
2009-02-13 08:47
Frantic

Registered: Mar 2003
Posts: 1647
...but Goattracker is open source, right?
2009-02-13 08:52
chatGPZ

Registered: Dec 2001
Posts: 11360
it sure is, go ahead :)
2009-02-13 13:16
Stainless Steel

Registered: Mar 2003
Posts: 966
Hmm so if I understand this MOD-Converter correctly, you technically have to compose 2 tunes
(MOD version / SID version) and "merge" them to a final product if you want to hear the complete tune ?

Sounds like one hell of a bitch to compose like that. I sure couldn't, hats off to those who can work like that.
2009-02-13 14:13
The Human Code Machine

Registered: Sep 2005
Posts: 112
Quote: Hmm so if I understand this MOD-Converter correctly, you technically have to compose 2 tunes
(MOD version / SID version) and "merge" them to a final product if you want to hear the complete tune ?

Sounds like one hell of a bitch to compose like that. I sure couldn't, hats off to those who can work like that.


Yes, that's correct, but as I wrote earlier it's possible to use a tracker like program to compose your song using 6 channels and then split it. Then use the pattern converter to import the 2 sid channels into Goattracker. If you prefer using only one tool at a time, you can also use my modified Jesper Olsen player and compose using dasm assembler ;) just like the old legends did 20 Years ago.
2009-02-13 17:47
Sequencer
Account closed

Registered: Feb 2009
Posts: 13
It may be easy enough to hack GoatTracker to accept some sort of MIDI sync, then synchronize it to a modern tracker (renoise, madtracker, etc.). Would be a lot less effort than retooling the entire GT application.

Still cool, even if the workflow is tedious.

2009-02-13 22:55
dalezy

Registered: Apr 2002
Posts: 476
as someone who works with both, renoise and goattracker, what exactly would you want to achieve if you would and could combine both?

even though i'd like some reverb and spazzy delay in my .sid, i'm sure that both my c64s would disagree in the end.
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