NerdTracker II
GNOME vs. KDE; initial version of Sprite Cans
Low-effort custom engine to replicate functionality of QBasic
Nibbles
Pently 2
Concentration Room
Pently 3
Thwaite, Zap Ruder, Action 53 menu, Sprite Cans remake
Pently 4
RHDE, Famicompo Pico 2 entry "Breaking the Law"
FamiTracker
Famicompo Pico 3 entries "Reptile Medley" and "Movin' Out"
Customized FamiTone2
Haunted: Halloween '85; Haunted: Halloween '86 (The Curse of Possum Hollow)
(These were used because Pently 4 didn't have portamento.)
FamiTone4
Forthcoming project
(Used because of differences between playback in FamiTracker 0.4.6 and playback in Pently 5. Some of these are because Pently 5 uses "linear pitch", where vibrato depth and portamento rate are measured in fractions of a semitone, while FT 0.4.6 uses raw APU period units. The composer considers it critical that vibrato depths and portamento rates match exactly between FT 0.4.6 and in-game. Though 0CC-FamiTracker and j0CC-FamiTracker can use either model, a converter cannot properly compensate for the difference between raw period and linear pitch because the text export of 0CC-FT and j0CC-FT does not indicate whether the module uses linear pitch or not. This missing bit of information from the text export has been reported on 0CC-FT maintainer HertzDevil's bug tracker, but neither HertzDevil nor j0CC-FT maintainer jimbo1qaz has acknowledged it.)
What does "NSF" mean in the poll? I've made several album compilations of NSF files, but each NSF has its own embedded driver of course.
My vote for "other" is that I wrote one for Lizard and I'll probably going to continue using that one or modifications of it in the future. (Will open source it soon, but I don't plan to make it into a turnkey package or anything like that.)
Edit: It is now open source: https://github.com/bbbradsmith/lizard_src_demoMy
Giant Steps cover used a music engine entirely written in C, but it'd be hard to reuse for other music.
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What does "NSF" mean in the poll?
I was thinking of your NSF tools. But I also was including other forms of NSF output, such as Famitracker's NSF output.
Quote:
NerdTracker II
Should I have included NerdTracker on the poll? I thought that was not being used anymore.
I agree with you that NT2 is so outdated that it's not worth including as an option in the poll. The things I made with NT2 are more than 15 years old.
Other
I've used famitone, I'm now trying to out GGSound. I guess I'll put my vote in for GGSound, but only voting for one option doesn't tell the whole story.
For dev/testing with my old assets, I'm using the famitracker/famitone combo. Once the new project will be on it's way, I guess famitone 4 would be the first one that I would be inclined to try.
DABG, Sliding Blaster, and Nova the Squirrel all use Pently.
And all the NESmaker games are using GGsound. So, that number should be higher in the poll results.
The first NES game I made was for a 48 hour game jam. I prepped for it by grabbing a neslib/Famitone template, and playing with some of the related tools. My second project I wrote from scratch, but sound was sort of an afterthought so I went with what I knew.
Famitracker (0CC fork by Hertzdevil) for quick compositions. If I'm working on a homebrew, or other project then I always stick to writing my own unless someone else is in charge of the project and wants to go for a particular driver.
All the released stuff that I can remember:
NerdTracker2:
chemical plant (fcm5), green ocean (fcm6), ghouls n ghosts (fcm9), duu (fcm10), treemonsters (fcm10), ruins (fcp3), avalanse (fcp3), discobrick (fcp3), akuaklok (fcp3)
FamiTracker:
super r-type (fcm6), gremlins 2 (fcm6), black mages (fcm7), antisound (fcm9), ufodisco (fcm10), pongarmy (fcm10), digiphone (fcm10), metroid (fcm10), killer instict (fcm10), gta3 (fcm10), run run (fcp3), gb megaman 2 metalman (fcp3)
PPMCK:
ghoulbooze (fcm6), adlib inferno (fcm7)
apu_blaster 2012:
jupiter scope 2
apu_blaster 2013:
mystic cave (fcm10), mario rpg battle (fcp3)
apu_blaster is my own horribly user hostile driver written with flatassembler.
I voted other since I use my own sound driver I wrote after learning from Nerdy Nights Sound Tutorial.
Other, because I also write my own audio drivers based more or less on the Nerdy Nights tutorials. The audio driver in Get It! is a spaghetti code mess, but it works more or less to play the only song in that game. The one I'm writing for my current project has way more features (vibrato, arpeggios, crescendos, etc.), can handle the DMC channel, and the code is much more elegantly written.