I am getting a bit lost when trying to understand the tempo setting of the Taito audio engine I am working with. The things I have found out so far are:
I am not sure how to confirm beats per minute given the game's songs I can play in nosefart. It would be a great start if I knew 0x07 was 120 bpm and 0x06 increased things to 150 bpm as some of the music I am attempting to port has sheet music listing 150 bpm. Is there some math I am missing which I can use to confirm these values? For example in the notes section for both the square and triangle waves I could pinpoint their delay register values and use f = CPU / ( (16 or 32) * (t + 1)) to confirm I had things right.
Any help is appreciated or if I've missed a forum post in searching let me know.
- There is a byte in the header of every channel's data which specifies speed.
This byte is usually 0x07. When I decrement this value the corresponding channel speeds up.
Famitracker documentation states 150 bpm is the standard on NTSC APU's.
Sheet music states my games main song is 120 bpm so I am guessing something changed along the way to accommodate this.
The only store I see on $4017 is 0xc0 at the .nsf's entry point.
I am not sure how to confirm beats per minute given the game's songs I can play in nosefart. It would be a great start if I knew 0x07 was 120 bpm and 0x06 increased things to 150 bpm as some of the music I am attempting to port has sheet music listing 150 bpm. Is there some math I am missing which I can use to confirm these values? For example in the notes section for both the square and triangle waves I could pinpoint their delay register values and use f = CPU / ( (16 or 32) * (t + 1)) to confirm I had things right.
Any help is appreciated or if I've missed a forum post in searching let me know.