The G Effect - FamiTracker

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## The G Effect

General discussion about tracking, help and support.
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Klop
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### The G Effect

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Post by Klop » Tue Aug 23, 2016 12:14 am

G00 more specifically. My understanding for this command is that of a foreign student trying to learn English. The wiki states that it's supposed to delay the note, but it doesn't sound delayed at all when i try to input the effect. So what the hell does this do?
Last edited by Klop on Wed Jan 11, 2017 11:40 am, edited 1 time in total.
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Teuthida
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### Re: The G Effect

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Post by Teuthida » Tue Aug 23, 2016 1:18 am

In order to understand Gxx, you must understand how speed works in Famitracker. The speed at which Famitracker(and, by extension, the NES) creates sound is measured in "system engine refreshes", which I will call "ticks". The speed setting in Famitracker determines how many ticks are in each row. For instance, at a speed of 6, each row will have a length of 6 ticks. Gxx delays whatever is on its row by xx, where xx represents the number of ticks in hexadecimal. If you has a speed of 6, and placed G06 on a row, whatever was on that row will play on the next row instead. Gxx is mainly used to place notes and other effects "in between" rows.
Sorry if this was hard to understand! I always ramble a little when it comes to these kinds of things
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Klop
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### Re: The G Effect

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Post by Klop » Tue Aug 23, 2016 1:34 am

> Teuthida wrote:In order to understand Gxx, you must understand how speed works in Famitracker. The speed at which Famitracker(and, by extension, the NES) creates sound is measured in "system engine refreshes", which I will call "ticks". The speed setting in Famitracker determines how many ticks are in each row. For instance, at a speed of 6, each row will have a length of 6 ticks. Gxx delays whatever is on its row by xx, where xx represents the number of ticks in hexadecimal. If you has a speed of 6, and placed G06 on a row, whatever was on that row will play on the next row instead. Gxx is mainly used to place notes and other effects "in between" rows.
> Sorry if this was hard to understand! I always ramble a little when it comes to these kinds of things

Yeah, it was. Could provide a summary that's not too bewildering? Because i didn't learn much from what you said.
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Teuthida
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### Re: The G Effect

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Post by Teuthida » Tue Aug 23, 2016 1:43 am

Sorry! I'm just terrible at explaining stuff. The best way for me to explain it is to show you it, so here's a file demonstrating Gxx! The song plays once with them, and then again with them disabled.

Attachments
  Hope this helps!.ftm
    (4.64 KiB) Downloaded 207 times

A squid with a higher post count than the NES can handle.
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Klop
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  Joined: Fri Jun 17, 2016 6:53 pm

### Re: The G Effect

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Post by Klop » Tue Aug 23, 2016 1:54 am

No, it's okay. Though, i can only hear a difference after the 30th row. It sounds like the note is being "cut", as only a part of it is playing.
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ZeroJanitor
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### Re: The G Effect

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Post by ZeroJanitor » Tue Aug 23, 2016 2:54 am

Basically, a tick is a tiny increment of time in the tracker, and whatever speed the tracker is at is how many ticks are in one row (for instance, if the tracker is set at speed 6, there will be 6 ticks in a row. If it's at 2, there will be two ticks).
The Gxx command delays the note by however many ticks you put in the effect. For example, G02 will make the note start after two ticks. G05 will make the note start after 5 ticks. G00 (or no Gxx command at all) makes the note start immediately, after zero ticks.
You can also use this to delay notes by entire rows. If there's 6 ticks per row, and you use the G06 command on a note, it will actually start playing in the next row.
Hopefully that description helps and I'm not being confusing.
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HertzDevil
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### Re: The G Effect

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Post by HertzDevil » Tue Aug 23, 2016 6:05 am

The default tempo setting guarantees that the speed value equals the number of ticks in each row; otherwise, without going into the details of how FamiTracker derives the number of ticks in each row (you could find that elsewhere in General Talk), a tick is nothing more than the smallest unit of time that the tracker's sound engine can express. It is exactly equal to one divided by the refresh rate or the refresh interval in microseconds, whichever your build of FamiTracker uses.
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