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Fragmare last won the day on December 26 2017

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  1. This game is terrible lol... great soundtrack, though! 4-Channel, Mono, NTSC 1992 Konami, Kenichi Matsubara, Tomoya Tomita Created with Raster Music Tracker. Recorded with Altirra. RMT and XEX attached below Contra_Force_Stage_2_01a.zip
  2. Loosely based on BallAndPaddle's excellent cover of the same song. 4-Channel, Mono, NTSC 1992 Square Co., Ryuji Sasai Created with Raster Music Tracker. Recorded with Altirra. RMT and XEX files attached in .ZIP below Final Fantasy Mystic Quest - Battle 01b.zip
  3. Never mind, I see RushJet1 is already doing the TIA music. I'll just stick with the POKEY Also, here's a slightly revised .RMT. Tweaked the timing a little and a few other things. Sounds a little better to my ears... Bomberman_Stage_Theme1_POKEY01b.zip
  4. Thanks! TIA only version forthcoming.
  5. And here is the finished Stage 1 POKEY theme RMT module file attached below... Bomberman_Stage_Theme1_POKEY01a.zip
  6. Here's a little something i cooked up on the POKEY last night. Obviously, it's not finished yet. But you will probably get the idea... https://cdn.discordapp.com/attachments/427282778929889320/820357443209003098/Bomberman_Stage_Theme1_POKEY01a.wav
  7. Interesting! This actually does help a bit! So each of the three DPC+ channels can have volume ranging from 0-5? Not just 0 *or* 5? If so, this, in and of itself, is a HUGE advantage over the regular DPC which has no volume control whatsoever. This means you can potentially create enveloped instruments that sound MUCH better than they would on regular DPC. The ability to create rudimentary wavetables is also great! Especially for Namco arcade conversions where the original arcade sound hardware was wavetable based in the first place. I did want to ask for clarification about something regarding the DPC+ frequencies, though... Most old PSG chips have their available frequencies defined by the hardware itself, using pitch dividers. Usually, these will be arranged in a sort of gradient, where the frequencies are bunched up and closer together on the lower, bassy end and spaced further apart the higher up the frequency scale you go. You then must define a note table that uses only the hardware defined frequencies available. This can sometimes lead to tuning issues, depending on the number of hardware defined frequencies that are available (such as with the TIA, or to lesser extent, the original DPC) You're saying that the DPC+ note table is user defined, and can contain up to 256 entries (128 if ARM is in use). My question is this... must these 128 or 256 user defined note table entries also adhere to some sort of master frequency table defined by the DPC+ hardware itself, like older PSG chips? Or is it one of those things where the hardware defined frequencies of the DPC+ are so ridiculously numerous that you can essentially get perfect or near perfect tuning, if you want?
  8. Hmm, I have been meaning to cover some Bomberman music on the POKEY anyway... 😉
  9. Hey guys, I'm not a programmer, but do a lot of work with Atari chiptune & sound design, and I had a question or two about the difference in pulse frequencies between the original Activision DPC chip from Pitfall II and the newer DPC+ chip in the Harmony cartridge... I've done some tests with sound output from dpctuner.bin, and as we all know, the original DPC has 256 frequencies (really only 224, as 224-255 seem to all be exactly the same)... however, I've noticed only a select few of those frequencies are "pure". The rest seem to be interpolated, microtonal approximations of other "in-between" frequencies. Of which, about ~50 or so line up fairly well with actual note frequencies, when making a note table. My questions are... Does the DPC+ offer better tuning and more pure frequencies than the regular DPC? If so, is there a ROM file out there that showcases all the frequencies of the DPC+, like dpctuner.bin does for the normal DPC? Also, how do either of these chips handle volume when downmixing their 3 channels into a single TIA channel? Do they have their 3 channels pre-set to a volume level that will never exceed the TIA's 4-bit volume register, even when all 3 are combined? Or do they simply mix all 3 channels, and let the TIA's 4-bit volume register clip off any excess that might exceed max volume? Any insight or advice would be appreciated
  10. I always wondered what SF Alpha would have sounded like on the Atari Jaguar, so I made a remix of the Adon Theme in 4-channel Amiga MOD format.
  11. TIA on percussion and white noise. DPC on everything else. Before anybody asks, the graphics are just a mockup GIF, there is no binary, sadly. Should be doable, I'd imagine, with a DPC/DPC+ chip, though!
  12. Ah, yea, I attempted to create all the graphical assets with 2600 limitations in mind. Stuff could always be moved around and/or omitted to get it running on real hardware. Better to over-create than under-create, lol
  13. A little something musical I made for the 2600. The title screen and animation are also mine, but sadly, I don't have a way to make a binary of this. :/
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