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About Synthpopalooza

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    knoxville, TN
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    Atari and Amiga computers, Doctor Who, science fiction, 1980's electronic and new wave music

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  1. Also, the doc only covered standard 8-bit mode. One idea I had was to do two 16-bit tables. One with even numbered mod 3 values and one with odd numbered. Due to the greater tuning resolution, you could maybe get a scale that reliably puts out the same tone every time.
  2. there was a document written by pavros that explains the whole thing. Basically what I got from it is, the first channel after a reset lets you play t1 and t2 depending on even or odd frequency, second channel reverses this, and the third will always play t3. It may be possible to alter this at will tho.
  3. Also on mod 5 frequencies, a 4th tone, or silence, are intermittently generated. if it's both mod 3 and 5 (mod 15) you get silence.
  4. Theres a method ... In 8 bit mode, doing the reset right before the store to AUDF will generate T1 or T3 dependent on if its mod 3 or mod 6. If you play it on channel 3 it always generates T2. This also works somewhat similar in 16-bit mode.
  5. It may be 31. I know it's a huge number, but I will recheck when I am home tonight. All of the $0x thru $4x settings have these properties, as does $8x plus poly9.
  6. This will drastically cut down my worktime documenting these new settings! Thank you for this ... this is gonna be a big time waster lol.
  7. I just tried it out on Altirra ... sounds great! This is going to be useful. Poly reset works too ... just tried it out on $2x @1.79 reverse 16 ... there are intervals of about 31 steps where a square wave is played, though it requires a poly reset. This setting also has variable waveforms too.
  8. Stepping by 3's, 5's, and 11's is going to be useful for $Cx, $4x, and $8x with poly 9.
  9. $1E in AUDCTL means 16 bit on both, plus the hi pass on both ... far as I know, only one hi pass is needed, and it depends on which 16-bit channel you are playing. In $Ax mode it should be easy to document. I tested out standard 16-bit with 1.79 mhz, and added 1.79 mhz on the other channel, with 16-bit on the last two channels. This produced a lot of swirling SID effects and that arcade game Defender hum. It will be easy to document as it partially uses the 16-bit $Ax table already, and the lower half of the table should be easy to extrapolate.
  10. Yep ... pretty much. And a reset of SKCTLS. I think. But the STIMER should fix it. You can also read 764 decimal to get keypresses without relying on the K: handler. You just have to store 255 in it to reset it.
  11. So a question: Will we be able to do 16-bit sweeps on the hi pass channels (0+2, 1+3) as well as the 16-bit and 2-tone channels? The good news is, on the hi pass ones, I think we can work from the existing 8-bit tables on those distortions so that makes the job a bit easier.
  12. Awesome ... might have to mess with that. What is a good software for Windows that can do this?
  13. Oh and I just thought ... 16 bit won't work if testing hi-pass, so maybe an alternating 15khz/64khz table like I had. I am at work now ... want to have a play though. So, how do we then further automate this from a wave recording? How does this FFT stuff work?
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