212790
After browsing the SNESmod portion of Damifortune's guide for a refresher, I had a couple ideas randomly pop into my head on how SNESmod and SPC music in general could be optimized.
NOTE: this is just theory. I know just enough about programming to know what measures need to be taken to optimize a given software but too little to actually properly fork and optimize someone else's project. Also, SNES assembly gives me a heart attack weekly
Anyway, all SNESmod users can agree that SCx (x = song speed - 1) is basically required in order to prevent the goofy popping noises in SPC music. However, having the effect column being taken up by a note cut for the last 16th note of any given tone is problematic to say the least. So... what if built into the note conversion script was a method that checks if a note's length is equal to the song speed, and if it is, automatically truncates the note? that would free up the effects column for whatever shenanigans you want to do.
How easy would this be? I don't know. SNESmod is a black box to me. Because I've only glanced at the source code, I can only sort of guess how it works. If I had to guess, sussing out whether a note should be truncated or not would be pretty difficult, but the truncating itself wouldn't be as difficult.
Now, notice that I said ideas PLURAL. That's right, I'm rambling more.
HOT TAKE: ROM files and song files should be separate formats. This isn't unique to SNES music, but it is easily most apparent in the format. Like seriously, they're practically entirely different formats. ROMs should be under different formats than song files. I'm just gonna throw it out there.
But seriously, imagine you worked on a super crazy SPC entry, using pattern jumps and pattern breaks to save an ungodly amount of space, just to have Charles Chiptune throw out some random unoptimized .smc in the same battle.
How would this be implemented? That's for you to figure out. This isn't really a major gripe for me. It's just kind of annoying. C'mon guys, it's basically different formats
NOTE: this is just theory. I know just enough about programming to know what measures need to be taken to optimize a given software but too little to actually properly fork and optimize someone else's project. Also, SNES assembly gives me a heart attack weekly
Anyway, all SNESmod users can agree that SCx (x = song speed - 1) is basically required in order to prevent the goofy popping noises in SPC music. However, having the effect column being taken up by a note cut for the last 16th note of any given tone is problematic to say the least. So... what if built into the note conversion script was a method that checks if a note's length is equal to the song speed, and if it is, automatically truncates the note? that would free up the effects column for whatever shenanigans you want to do.
How easy would this be? I don't know. SNESmod is a black box to me. Because I've only glanced at the source code, I can only sort of guess how it works. If I had to guess, sussing out whether a note should be truncated or not would be pretty difficult, but the truncating itself wouldn't be as difficult.
Now, notice that I said ideas PLURAL. That's right, I'm rambling more.
HOT TAKE: ROM files and song files should be separate formats. This isn't unique to SNES music, but it is easily most apparent in the format. Like seriously, they're practically entirely different formats. ROMs should be under different formats than song files. I'm just gonna throw it out there.
But seriously, imagine you worked on a super crazy SPC entry, using pattern jumps and pattern breaks to save an ungodly amount of space, just to have Charles Chiptune throw out some random unoptimized .smc in the same battle.
How would this be implemented? That's for you to figure out. This isn't really a major gripe for me. It's just kind of annoying. C'mon guys, it's basically different formats