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emkay

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Everything posted by emkay

  1. The "Jim Power Tune" is based on A# ... and so on.
  2. Originally, I tried this tune at 3 times VBI speed, to have the drums not too long. The latest discussions gave me ideas to shorten them and to play them at 1 x VBI. To me the real advantage is the "Background voice" now is playing the notes at good frequency steps. So the main lead is followed by correct lower sounds. Just as it should be "normal"
  3. The point is the 220 440 880 Hz correctness. And this seems correct enough even in the 8 bit resolution. The 432 Hz calculation is just wrong at this point. Always was , and I have been told "it's good" Synth tunes were always based on 440Hz calculations. And, as long as a tune is based on notes and not on self playing samples, it will always be correct. I COULD have done the correction myself, but someone who is more into this type of music, might have sat one or the other pitch different. Even SIDs sound better (yet really great), (also the armageddon tune) . The "Zamzara" tune (Polycounter Bass) approves it. Also the basses. The correctness of sounding is 50% pitch and 50% volume adjustment.
  4. Digitizing isn't as complex. Just find a bit to change in dedicated intervals that is changing something that is producing noise ... If you manage to change it 100 times per second, it will give you noise at 100Hz. Use the half of that and get a sampling noise. Switching to volume only mode is given to have the sampling sound only. If you keep the generators on, you will hear the generator tone as well. Imagine this as a square wave : # POKEY might play them # # # # # # # # Now think at a different volume at higher speeds: # # # # # # # # # Hm... I should do some graphics Imagine POKEY is playing the square waves, and the volume changes. The resulting sound is not sounding like square waves. It will act like a software LFO.
  5. The fun part is that every SID could be adapted, playing with the polycounter "orbits", as the bass is a weak point in that tunes, too. Since VinsCool did that nice notation correction, a lot tunes make just sense. It helps a lot to show my intentions of making Pokey music sounding better . Simply converting MOD files to 4 channels is even better working. Just some octave adjustments, some arpeggios.... 4 channel pokey space fun So any SID is more in range than before.
  6. Different tastes and different meanings. I personally like it a lot. I really could imagine a puzzling game listening to it on and on. Yes. "Slap Bass" is the correct meaning of it. It some case it is "perfect Pokey tuning"
  7. The Polycounter Bass is mainly sounding not so straight. It moves to several typical "sound orbits" . Just like 3 different filter settings. It tends to be unstable , but if played in a defined row, the typical sound is always there.
  8. And something "extremely" melodic
  9. I wonder what's wrong with this one? OK. The deep 16 bit sounds a bit helpless, but the notes are correct. And the synth part is powerful. Feel free to blame things
  10. Looks like a discussion loop Of course it is possible to put update speed and the generator waves together. It works like an LFO then. And, if one can handle the frequencies correct, additional PWM is possible (without those high peak noises). The problem is to handle the correct replay(sampling) speed. If you use a POKEY Interrupt, you lose a channel. So the question was , if it is possible to have variations of "sampling speeds" from 1 to 800Hz, at 1Hz steps, or at least 8 bit correctness, using software without interrupt handling. Remember my "slow" tune?
  11. 16 Bit means 16 bit handling on two channels. If 16 bit is used, the frequency of both channels have to be fixed together, to have the recommended voice stable at 16 bit. This also means that vibrato and portamento have to be build on 16 bit , too. And, then , it must be assured to have the 2nd voice still available for volume and chosing the wanted generator. And, well, it seems to be a tremendously crazy task of interweaving, to put something 16 bit to the LZSS converter. If you don't hear in direct response what you were doing, the result might be technically impressive, but the essence of the music still might be missing.
  12. OK. Rensoup mentioned earlier that he does "streaming" there. No recognition of repeated patterns. Possibly things changed?
  13. And it would be even smaller , if the loops also were stored as loops.
  14. There has so much happened in the past months. But particular the 16 bit stuff is still totally underdeveloped. Seems, it still the main problem due to RMT not supporting it at all. Here is some workaround ...
  15. What is that discussion about the 1541 UII+ at all? It's an external device, using modern "electronics". What is the special stuff about that? Back in the 80s I was using the ST as an intelligent Disk Server and communication device on the SIO Bus. People might know the "XL-ST Schiffeversenken". If once a communication is build, the "other device" always can act as a Server of all connected devices.
  16. A lot sweetening added in this one.
  17. The tune sounds great on the technical side. There is some "But,..." The drums in the original pokey conversion have this needed funkiness of the SID original. Listen shortly: The beat and the instruments have their common moments (start,sustain time, end) . Without that , the meaning of the tune is gone imho.
  18. Sometimes a youtube video helps to find solutions
  19. When all CPU time is available for multiplexing things, the coder could decide to do that with one or two players, to make it look like being the background.
  20. Is there a screenshot of that game available?
  21. When ANTIC is turned off, it is still possible to change the color register of the background at CPU speed. The thing is that they dropped the goodies of the TIA chip when they created the "better" CTIA(GTIA) .
  22. Started this today for some check the correctness of the polycounter basses... There were a lot great 4 channel tunes possible, if all features were accessible.
  23. I see what you want to create A solution for a lot notes could be the 1.79MHz filter. But in some range, you'll never get the 15kHz notes clean enough, ecxept you play an "Arpeggio" that is directly bound to the frequency switches. Not trying to make them sounding similar
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