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Sandor / HARD

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About Sandor / HARD

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  1. This sounds fantastic! What's really good to hear is from 0:21, the interesting new kind of bass in 64kHz mode. New to me anyways :)
  2. Haha, no I'm just going through threads I find interesting sometimes enjoying other ppl's results BTW I always wanted to hack a HardBASS instrument into RMT, so if I wanted to spend time on that I'd surely check this thread out on how to hack RMT! ...but I don't think I'd have the time and dedication to do that TBH. So just enjoying what I see/hear in this topic as it's really nice.
  3. Wow, that's a pretty complex sounding tune for a single Pokey! Keep going
  4. Hi there, Thanks for your questions. Yes, the 4th channel is playing both HardBASS and RMT sounds (drums in this particular tune, but could be anything). The slight modification I did for the RMT playback code will switch HardBASS on/off on channel #4 depending on whether or not any RMT sound is playing on channel #4 and if any RMT instrument is playing on another channel that's using channel #4 as its filter. It's very simple and fully automatic. If you play the HardBASS track alone, you'll notice that I didn't even bother playing the shorter bass sounds at the correct lengths, they just play long notes as the modified RMT playback code will do the multiplexing anyways (e.g. muting my long bass notes when RMT drums/etc... are playing) Using samples are a fully valid way of doing bass/etc..., but if you played around with samplers and analog synths, you know they give you a very different experience and different possibilities. (I did a lot of SID coding during the HardSID project) HardBASS is a cheap analog synth, not a sampler. (like a poor man's SID bass track) (BTW you get those ring modulation sounding effects for free with HardBASS, comes from a freq limitation - turns into a feature) I hope this helps. I wish you a lot of luck and success with your efforts. I hope it plays out very nicely!
  5. Oh wow, nice to see HCM getting some love Thank you!
  6. I don't read this forum very often and it's great to see you checked out HardBASS recently. My 2 cents about quality vs usability if you don't mind which led to these results: It's a tool made for others to use, therefore it has to work in conjunction with modern demos and games It means it needs to work alognside very tight kernels (think HCM, RastaConverter, or sprite/color kernels in cutting edge games) Consequently, we can't assume IRQs can be running freely across the entire screen Meaning, we can't do variable freq updates - that'd be extremely hard and expensive to manage from tight kernels without IRQs Can't touch STimer either as it'd ruin timers/oscillators possibly used for complex sound effects or other mechanics in demos/games This brings us back to constant rate playback so that instructions to devs can be as simple as clear as possible (e.g. for HardBASS it's: update the sample register every 8 raster lines - once per char line) Can't occupy more than 1 channel out of the 4, including sound playback and timing (again for compatibility with any random production) Has to be able to share/multiplex its single "occupied" channel with any random tracker/sound engine (same, for maximized compatibility) I did my best to write up the design principles, summarized as "Getting the biggest bang for the buck" here, if you guys are interested: https://bitbucket.org/sandor-hard/reharden/src/master/HARDBASS.md Of course if the goal is to create a standalone demo with the best possible music, all these principles/limitations can be ignored.
  7. 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
  8. 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.
  9. 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
  10. 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?
  11. 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.
  12. 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.
  13. 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.
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