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Forget all about POKEY-Sound ;)


emkay

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The program is always in the right way.

 

At first ... the creation of the Instruments is like in any other professional Music-Editors on the PC.

At second.. a musician may switch the AUDCTL Register at any time while the song plays. So it is possible to join two channels and set the first of them to 1,79 MHz... so you get a 16Bit Channel with a Hardware LFO. In the next step you can split them and create an echo or reverb... and so on.

 

In one combinated setting, you are able to use a Kick Bass (16Bit) and a Hi-Percussion and one SID Voice... without sampling (Flimbo's Quest for example)

 

If you want to play a sine flute.... this would be possible too ...

 

On the real POKEY, the emulated one can't do that, You put three channels together and play a Two-Voice PIANO.

I tried that in ADMIRANDUS (PAUSE). But the Sound-Editor I've used, was only able to use one intrument-setting on one channel, and didn't switch the AUDCTL. So the Songs in ADMIRANDUS (FANFARE and PAUSE) got no variations.

 

So ... at the third point.... With that Sound-Editor, You are able to set Variations and Kombinations, until the memory of the XL/XE is full ;)

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I don't fancy any dissassembly today (well, ever)...if someone already has the answers...

 

Ah, the grey scanlines - that is a pretty low CPU overhead to get those results...but is it just using the processor during those scanlines, or is it eating it more spread out over the frame?

 

so, how do you get a SID like voice on the POKEY? Is it something to do with the filter? Never had much success with it, myself. Was hoping to have something similar for my replay routine. Even the CMC in just the VBI seems to get something similar to that effect. How is it done, programming wise :?

 

emkay,

 

so you get a 16Bit Channel with a Hardware LFO.  

what does LFO stand for?

..still would like to hear (and see) more of ADMIRANDUS 8)

 

 

 

Hve,

 

yes, imagine putting all those things together at once 8) - It would be great. ...But sprites....there's a very simple soft sprite routine idea I'm working on that would be upto 50% faster than the one in Space Harrier XE, and ideal for more solid large objects....trouble is the data ends up 4-8 times bigger than some people might expect ;)

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:D Wow... i need the PC tracker... :) emkay... how does it sound on Atiar800win compared to real hardware? i find it sounds ok on emulation... but... (i love the delta conversion.... i have done one sime years ago on my own... titel44 or something like that for abbuc...)

 

hve

 

The Songs are nearly correct on the real POKEY. In Delta there are temporary loudness changes, but slightly ... and one who don't know the Song would never recognize it.

Hmm.... the Emulation must be very much better, even for the POKEY and for the GTIA, when building resources for the ATARI on the PC... For correct displaying and musicplayback, you need all the good and the bad of the real Hardware.

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I just downloaded the demos - totally fabulous!

 

Listening to Raster Delta on my XE and alsothe original on a C64 the difference is very small, what an awesome bit of code - can't wait for the tool to be available...

 

What about a SID to RASTER tune ripper - just so we can haul all the SID stuff over :)

 

Any chance of dual Pokey support??

 

sTeVE

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@Jetboot Jack

 

>Listening to Raster Delta on my XE and alsothe original on a C64 the difference is very small, what an awesome bit of code - can't wait for the tool to be available...

 

Let's hope, the Tool is to be finished fast.

That the POKEY itself is able to sound like SID is out of doubts this time. If the emulated POKEY is corrected to the Original and it was able to use the full capabilities of the POKEY, no one will doubt, that the POKEY is the better soundchip....you'll see (hear).

 

>What about a SID to RASTER tune ripper - just so we can haul all the SID stuff over :)

 

That would be nice.

 

>Any chance of dual Pokey support??

 

The Tracker supports STEREO 8-Tracks ... and this is only available with dual POKEY support.

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Can't wait to see the full thing...

 

emkay,

 

you have any info on how to use those modulation features of POKEY? Maybe you could put something on the Programming forum for us poor ignorant sound programmers who are only using standard features? :)

Or at least give us some clue :D

 

Thanks

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Can't wait to see the full thing...

 

emkay,

 

you have any info on how to use those modulation features of POKEY? Maybe you could put something on the Programming forum for us poor ignorant sound programmers who are only using standard features? :)

Or at least give us some clue :D  

 

Thanks

 

 

The clue you may find in the Raster Music Tracker.

It is simply in the switching of AUDCTL and correct usage of the POKEY Voices... I must even rebuild that, because some Disks are lost ...the ADMIRANDUS source too...

The Tracker will make it possible to build a Database of possible Instruments, that the POKEY is able to synthesize.

Years before ADMIRANDUS I made a Song in Basic, that played a Flute. Not that Square-toned standard POKEY Sound, but a waveform mixed off triangle and sine... If I am remembering correct, you have to join all four Channels. You may use two channels for percussion in the same time.... so Channel 1 and 3 won't disturb the Sound-generating on channel 3 and 4, but they filter them... The Sound in ADMIRANDUS uses three channels.

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