A very strange bug in NT2...

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A very strange bug in NT2...
by on (#4838)
I have an auto pormento thing in NT2, and I set the value to $0A, and I turn the pormento up thing on, and yeah it works fine. When I save and quit, and come back later, the value of the permento is $8A, and the auto pormento thing is off. What causes this? has anyone else had this problem? and this happens every single time I save/quite/come back. Pretty retarded bug, huh? :?

by on (#4839)
I think auto portamento is just broken. Workarounds may involve tricks with auto arpeggio.

Example: Kick drum on triangle channel
In a new instrument, turn on the last two unlabeled options (one is auto arpeggio direction, the other is auto arpeggio one-shot, but I forget which order) and set arpeggio X to 7, arpeggio Y to A, and arpeggio Z to C. Then play a note on E-3 in that instrument for each kick.

Also remember that a triangle kick doesn't sound realistic unless you're using a hi-hat (closed hi-hat is C-5, volume = 6, volume fade = A) at the same time.

by on (#4840)
That's cool! I've always wondered how some of these instruments are made. Like I heard a timpani, and a gong, and they sounded completely real, and they didn't have any like extensions on the NSF player or anything. So how would you make like a gong or timpani sound?

by on (#4847)
Timpani and most other drums in Super Mario 3 are sampled using the built-in sample playback channel (called DPCM or DMC depending on the reference).

Many NSF players support turning off individual channels, so that you can hear how a particular sound is put together.