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Can Pokey make sound waveforms like in C64 Driller and Darkside music ?


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How hard is to produce sound waveforms like in C64's sid music from games Driller and Dark side ?

I'm interested in making a game that would use such spacy, trippy dragged sounds and would like to know how hard it would be ?

 

Driller:

 

Dark side:

 

Mostly I want those sounds at beginning that look like square waveform.

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How hard is to produce sound waveforms like in C64's sid music from games Driller and Dark side ?

 

Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones...

Pokey example for this sound:

http://asma.atari.org/asmadb/search.php?play=376

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Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones...

Pokey example for this sound:

http://asma.atari.org/asmadb/search.php?play=376

Nice example ! Those beginning sounds are exactly what I was thinking of.

 

I would put these sounds as background music. I do need explosions and laser sounds inside game so will have to try doing something that combines that.

 

quite close approximation is also available via software synthesis (look up SID player). Might be okayish for game startup screen.

Yeah, I thought about going that route, but am afraid I won't have cpu cycles for that... Game will be pretty cpu intensive (lots of drawing on screen).

 

Found some examples from Emkay here on forum (http://atariage.com/forums/topic/145869-journey-into-pokey/?p=1813218)

It has nice "noise" channel but I don't like starting tone that much... One in that Ultrazocker sap file is better.

 

Where can I find info on that "16 bit" pokey mode ?

DrilRMT.zip

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Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones...

Pokey example for this sound:

http://asma.atari.org/asmadb/search.php?play=376

1. filter, not 16 bit.

2. there is a huge difference in the original driller sound and your link.

Edited by emkay
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Found some examples from Emkay here on forum (http://atariage.com/forums/topic/145869-journey-into-pokey/?p=1813218)

It has nice "noise" channel but I don't like starting tone that much... One in that Ultrazocker sap file is better.

That's why it's named "RMT final" . RMT doesn't use the 16 bit resolution correctly. So the bass was some "approximation". I should try an RMT Patch 8 version.

 

 

Don't forget this one:

 

it shows, there is much more possible ;)

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Ok, made really fast...

 

Doesn't be as pretty as original, though (versions with and without 1,79 clock).

Thanks Miker!

Good enough for me to get the feel on how it can sound. Will try some custom Pokey playing routines to see what I can pull of with code generated sounds.

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Can you imagine that very much "POKEY tunes" could do those SID tunes, using heavy bass sounds?

Using 16 Bit+Filter is possible with POKEY, but RMT makes it a horror to use. A 16 bit notation table could solve a lot of problems. Without that , it would be needed to create "100"s of different instruments for one instrument, to play a clean tune.

Edited by emkay
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Another try with RMT's possibilities. Showing different 16 bit modulations, but for my taste to dark an heavy sounding basses...

 

 

any opinions?

Definitely some interesting sounds there. I like the tune starting from 6:45 through 7:10. Makes me want to hear it on my full home theater to see how low the bass really goes.

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