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 Post subject: XM2ESF 1.00 RC2
PostPosted: 2012-09-29, 10:08:39 

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Joined: 2011-12-02, 12:27:45
Posts: 73
Location: Frankfurt, Germany
Hi,

I released xm2esf 1.00 RC2 yesterday... It's been almost a year since I posted an update! I got motivated due to me having to use this program quite intensely, and I got pretty tired by its bugs, so I decided to fix them!

Code:
== <xm2esf 1.00 RC2> ============== 09-28-2012

- Fixed Portamento up / down
- Fixed new notes not triggereing when effects 1xx and 2xx are on the same row
- Fixed reset volume on note-on
- Fixed conditions for resetting volume on note-on
- Fixed current note value getting updated for 2xx but not 1xx
- Fixed terrible mistakes in portamento 3xx code.....
  The checks weren't working, the conditions were wrong,
  I'm surprised portamentos even worked in the first place
- Removed silly hacks
- Fixed portamentos incorrectly carrying on from a non-slide effect (like arpeggio, vibrato, etc.),
  taking previous, perhaps uninitialized data as base note
- Fixed program hangs after conversion
- Fixed volume slide effect value actually being ignored
- Fixed volume slide behavior
- Optimized Arpeggio code
- Optimized and fusioned portamento code
- New note code optimized a bit
- Remember & reload instruments when looping
- Fixed pitch related effects not carrying on after empty rows inbetween
- PSG frequencies get initialized by generating them on the fly, instead of loading from an external file


To get started you need loadxm.exe, xm2esf.exe, and xm2esfgui.exe. To use this you need the echo sound engine.

This is THE BEST way to make music for homebrew projects, because all trackers support the MD for the sake of outputting vGM files: Hard to play back on MD, and not very economical either!

Read up!

http://segaretro.org/Echo
http://echo.mdscene.net

XM2ESF download

_________________
former VGMRips server hoster :)

Server uptime: http://www.mdscene.net/index2.php


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