Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Composing > GoatTracker v2.0 beta
2005-06-23 08:11
Turtle

Registered: Jan 2002
Posts: 70
GoatTracker v2.0 beta

That's a great one!!!!

Cadaver, didn't I hear you denying any activities in that direction a few weeks ago in an other thread.

I guess this major version release will make a lot composers more than happy. All points on my wishlist are marked as accomplished....

Now it's time to start a new topic of tips&tricks with this release.


Thanx,

Turtle
 
... 1022 posts hidden. Click here to view all posts....
 
2007-08-06 12:11
Fanta

Registered: Jan 2002
Posts: 28
quite cool! i think what's still really missing is the possibility to run both vibrato and wavetable at once like with an arpeggio (bad example but still...). any changes to fix that somewhen??
2007-08-06 12:24
cadaver

Registered: Feb 2002
Posts: 1163
No, frequency is & will be "direct" controlled in official GT, so it's not like there's something to "fix", that'd be a paradigm change and would probably break many old tunes. So there's at least a prime opportunity for hacking..
2007-08-07 23:47
cadaver

Registered: Feb 2002
Posts: 1163
Did somewhat important fix in V2.63 for the calculated vibrato/portamento: it's now calculated from the last note set in wavetable, not the last pattern note. This means that you can for example set the note one octave higher in wavetable (xx 0c), and vibrato/portamento will still be same as if it was octave lower. Also toneportamentos are being calculated according to the start note.

Edit: Also, make sure that the GT V2.63 zip you got has timestamp 13:45 or later, there was a nasty error where channel 3 was missing a variable, leading to it possibly corrupting channel 1 playback :)
2007-08-08 12:49
dalezy

Registered: Apr 2002
Posts: 477
this is just too tempting, i'm about to convert back to goat again, or at least try it out again for a motivational change. now all i have to do is get arsed to understand how the pulse+filtertable work, because they're somewhat different to jch. :D
2007-08-08 12:59
cadaver

Registered: Feb 2002
Posts: 1163
Some additional hints:

- If you use only calculated speeds, the normal speed code will be optimized away, leading in slightly shorter & faster player.

- If your song doesn't start all channels at once, it's a good idea to not have calculated instrument vibrato in instrument 1 (the default on startup), otherwise the speed calculations start right away on all unused channels, leading to greater rastertime use.
2007-08-18 21:22
dalezy

Registered: Apr 2002
Posts: 477
there's a problem that really bugs me with the current version :D

for some reason, goattracker sometimes refuses to play anything. i did a drum-sound, put the sound into pattern #1, try to play it - nada. the player is being initiated with a click and the cursor moves with the first note, but it stops abruptly and i get the 'stopped' message at the bottom of the screen.

the same happens when i load some worktunes from ~2000 (i guess that was the time of gt 1.2/1.3?) - the tune loads perfectly, but nothing happens when i want to play the tune. madness! =)
2007-08-18 23:37
cadaver

Registered: Feb 2002
Posts: 1163
The editor playroutine stops whenever there's something that makes the tune unplayable after packing/relocating. Try pressing F9 and maybe it'll tell in detail what's wrong.
2007-08-22 12:15
dalezy

Registered: Apr 2002
Posts: 477
where's the reply i shoot off on saturday? i wonder if that's anything to do with the secret causing-too-much-load messages that appeared here lately.

anyway, f9 seems to stop working once a crippled tune has been loaded and more tunes follow in the same session, f9 doesn't give out any error-table-messages until i start gt all over.
but yeah, basically f9 does solve it - once it works. =)
2007-08-22 12:39
Conrad

Registered: Nov 2006
Posts: 856
When you load one of your older version tunes (are they under 2.0 btw?) do some of the data tables miss out the end values? ($ff) because used table data without $FF does cause an overflow error when you compile.
2007-08-22 12:44
cadaver

Registered: Feb 2002
Posts: 1163
Dalezy: after which kind of relocator error does F9 stop working? Please reproduce the error message here. Or if it doesn't give a message even on the first time, send me one of your crippled tunes that causes this.
Previous - 1 | ... | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Brittle/Dentifrice^(?)
JEZ
Alakran_64
iAN CooG/HVSC
TheRyk/MYD!
megasoftargentina
Icecube/Light
theK/ATL
Mihai
rexbeng
Murphy/Exceed
Airwolf/F4CG
Barfly/Extend
Guests online: 335
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Codeboys & Endians  (9.7)
4 Mojo  (9.6)
5 Coma Light 13  (9.6)
6 Edge of Disgrace  (9.6)
7 Signal Carnival  (9.6)
8 Wonderland XIV  (9.5)
9 Uncensored  (9.5)
10 Comaland 100%  (9.5)
Top onefile Demos
1 Nine  (9.7)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.5)
6 Scan and Spin  (9.5)
7 Onscreen 5k  (9.5)
8 Grey  (9.5)
9 Dawnfall V1.1  (9.5)
10 Rainbow Connection  (9.5)
Top Groups
1 Artline Designs  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Performers  (9.3)
5 Censor Design  (9.3)
Top Swappers
1 Derbyshire Ram  (10)
2 Jerry  (9.8)
3 Acidchild  (9.7)
4 Cash  (9.6)
5 Violator  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2025
Page generated in: 0.071 sec.