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Sandor / HARD

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About Sandor / HARD

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  1. Yes, and it had no video-in either. ..just RF. Farkas / HARD created a video-in on it for me so that I could see what I was doing
  2. Thanks for mentioning Karolj. I had a listen to this just now and it sounds very nice! If I can give some advice here, to make this into a tool to be used in complex demos and games with screen kernels rather than a standalone demo on its own: Make sure you give an easy option to update the sound during tight screen kernels (no IRQ or DLI). HardBass doesn't dictate how you propagate the sound data into the POKEY and it's very important so that others can use the tool you made. If you can display a HCM or RastaConverter picture while this is playing, that's a very good indication that you have a usable tool on your hand.
  3. I was curious how a Bruce Lee face looks like in HCM non-mix Mode E. (HCM file attached, 8208 bytes) Viewer sources: https://bitbucket.org/sandor-hard/hcm-viewer-example/ Note: I know nothing about NTSC compatibility, so consider it PAL only. br2opt.jpg.out.1562139587085.bmp br2opt.jpg.out.1562139587104.hcm
  4. This topic goes way over my head, but it seems very exiting. Do you guys see any chance this work will reveal unexplored tricks that could be utilized in demos/games? I love tricks like stretching missiles (my jaw dropped seeing that one), shifting by half pixels, etc... For example I'm hoping someone will discover a trick to fool the PM DMA to shift/offset the read address (tied to VCOUNT normally if I'm not mistaken). If you wanted to describe the potentials you're currently seeing (for dummies like me) what would you say?
  5. I'm not sure costs a lot of CPU time (didn't make calculations), but given that this approach here makes IRQs kick in at virtually random points in your screen, that'd be very challenging to juggle with.
  6. Our SID players didn't have PW support for bass, but we did use 16bit bass in most emulations. The other similarity is that only 2x 8-bit channels were left for everything else in these tunes and 8-bit channels aren't enough for accurate lead frequencies. So that's why you hear similarities I presume. In any case PW support wasn't there in our demos.
  7. This is very cool! The main disadvantage I think is that it requires 2 channels, so only 2 channels are left for anything else. (e.g. no RMT filtered lead sound is possible unless you're happy with just two voices in total) In any case, very impressive technique.
  8. My Atari & me - I'm guessing 1991-1992 All our demos were made on this one (my parts) That's a monochrome Junost TV I worked on all those years, colored everything from memory (I guess we all knew our favorite color codes by heart back then). Only fine tuned colors on a color TV when the parts were completed.
  9. LOL! It all sounds very good. BTW, is deploying/debugging via WUDSN possible in some fashion?
  10. Wow, this case looks great! Since it's not a commercial product... Could it not have the Atari logo? It'd look even cooler in my opinion. BTW, how accurate is this machine? Can it run REHARDEN without any sound/gfx glitches? (it's got pretty tight timing) ...and does it have the non-linear audio mixing feature I know from Altirra? (that's how I tested HARDBASS outside of testing on real HW)
  11. Sure, detuned for multiple reasons on multiple tunes. The SID has 3 channels that have the same capabilities. That's not the case with POKEY, so I tailored emulation to each tune manually depending on what could I afford to lose. My priority was always deep basses and high pitch white noises for great sounding drums and if I had to sacrifice something, that was main melody pitch accuracy, not these two. I never liked the typical metallic bass sound of the POKEY (if you hear one, that's my own tune made in Benji). So then you can do low pitch bass sound two ways. Either 15kHz or 16bit. Now, 15kHz kills your hi-hats and drums on all channels, they will sound blunt - contrary to the popular belief that all drums are "low sounds" and don't need high pitch. There were a few examples when I had to go 15kHz still, because of the characteristics of the actual tune, but I tried to avoid that. So, I tended to use up 2 channels for bass. Then you're left with deep bass sounds, punchy drums and clear hi-hats, but 8 bit melodies. That's the main reason for detuned SID melodies in these emulated pieces. There is a non-typical reason as well: Sometimes I was short of CPU time and had to drop Tamas' real-time pitch conversion. Then I came up with all sorts of approximate optimizations and lookups / etc... That gave the worse results, but saved huge amounts of CPU time. So this is the reason I created HardBass in the 64kHz mode - to preserve all possibilities without killing drums and hi-hats. No more 2-channel basses or forced 15kHz.
  12. You keep surprising me! The ones you like were actually made by me. I never thought someone would like these better
  13. Maybe a 90 degree animation is stored, but it was way too long ago to remember. In any case, that's the straightforward part.
  14. I'm sure you do! Anyways, for anyone who might be interested: It's lit from the front so that you can rotate it around its center (the same way as the girls' faces rotate) without the need to recalculate lighting. So you get away with a pre-calculated 360 degree rotation animation one axis (X or Y, doesn't matter), then the you can rotate with the "twirl engine" on the other axis (Z). This gives you two independent rotation parameters that you can drive with sin/cos/whatever you like. So you can do a very high framerate compared to a real torus algorithm and nobody notices it's fake
  15. Yep, it was me. (it's a progression from my original GR9 Joyride Twirl - which is also the basis of the Dressed for Success Torus you already unearthed)
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