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Found 8 results

  1. Hello. A quick introduction: I'm new to this forum, my name is Michael. Looking forward to meeting you. I started writing and recording music in 1991 where I've experimented with various genres, eventually getting into NES audio development in 2016. Last month, I started working with TIATracker. (Thank you Kylearan!) I've really been enjoying the experience, it's been a dream of mine to create music for the Atari 2600. Here are a few of the songs I've created: WarlockSum - TIA-01.bin WarlockSum - TIA-02.bin WarlockSum - TIA-04.bin TIA-03 isn't listed because now it's part of a full length album/cartridge I'm working on. I'm eager to gain more experience working with this machine, so please don't hesitate to contact me if you're in need of music or want to start conversations about working with TIATracker. OK, thank you, enjoy the rest of your day. - WarlockSum
  2. After a bit of bugging around: It looks like the combination prescale 0/backup 0 is behaving completly strange. a) It will never work with LINKING (channel 0-3 links to 1-4). b) It will not produce sound with some (many?) waveforms prescale 0-2 with backup 0-2 have strange behaviour with some waveforms. even if you change the timer/backup, the audible frequency does not change (but, the linked timer does!). My educated guess: with 1us reload 0 we have 1MHz clocking. Might be the chip is not able to perform the linking anymore. beeing close to 1MHz with the other prescale/realod combinations, it might be that the polycounters do not work as expected. For example, a simple len 2 polycounter (on-off) will just deliver _no_ output signal. There seems to be a difference here in integrate and square mode!? -> Timing issues??? If this is the case, can we emulate this? Most likely not. Anyway, I you like to check out a few things yourself, you are welcome. Maybe then we find out whats going on.
  3. Forgive me if I'm posting in the wrong area, I didn't see a Commodore 64 specific thread, but I'm using a stupid tablet and it's possible I overlooked it. I have a question regarding the use of digitized sound effect and speech on the C64. I'm pretty familiar with programming, and have even made several games using BASIC with ML subs, but I can't figure this one out. Why is it that some games can play digitized audio over two voice music without stopping all the on-screen action, but some stop all sprite movement and audio before playing the sample? For instance, Way of the Exploding Fist has no trouble playing the digitized samples during the action. Thanks for reading!
  4. Back when I was developing and testing the HDMI interface for my FPGA based Atari 2600, I noticed some minor, and some major differences in sound between the HDMI digital audio and the analog audio. After giving it some thought, I realized what was causing these differences, and I was able to rework my HDMI interface so that the digital audio sounds exactly like the analog audio. For some reason I felt compelled to document my findings, so I sat down and wrote about it. I was going to put it all down in a post here, but I got carried away, and my paper ended up being eleven pages long. So, instead of creating a monster post, I'll just attach a PDF of my write up. I am also including one of the test programs I wrote while investigating the issue. After reading my article, it will make more sense. This program sets up the audio registers to output a 748 Hz pure tone on one channel, and a 10.6 Hz tone on the other. Hold down the GAME SELECT switch to play the 748 Hz tone, and the GAME RESET switch to play the 10.6 Hz tone. Run this program on Stella, and then on a real 2600, and note the difference. TIA Sounding Off in the Digital Domain.pdf tremolo.bin
  5. My NES is being stupid. When I try to hook it up to play, I cannot get the game audio, only a constant, obnoxious buzzing. I've tried hooking it up using different cables... I've tried connecting it to different TVs... I've tried using the RF thingy which didn't work, then I tried the back up RF thingy I have which also didn't work... then I tried using the red/white cables which didn't work, then I tried the back up red/white cables which also didn't work. Everything else seems to be functioning normally, just no audio....and who can play with no audio? I don't want to buy a new system. I've had this one for almsot 30 years and I want it to work. If anyone has any suggestions, or knows of someone I can send it to have it repaired, I'd appreciate it. Thanks!
  6. I recently purchased a broken Sega CD Model 1 off an auction and did a bunch of small repairs. So far I've gotten everything to work perfectly except one annoying problem that I can't seem to figure out, stuttering choppy audio. All of the obvious things have been checked & contacts have been cleaned thoroughly and the Genesis runs fine on its own. When connected to Sega CD the sound is stuttering from the Genesis headphone port as well as the TV and even when the mixing cable is used. The only time it sounds clear is when a aux cable is plugged into the Sega CD mixing jack with nothing connected to the other end, which I assume is disabling the sound that is coming out of the Sega CD side of things. Anyone ever experience this before?
  7. For those who care. Interesting: There is a difference between Attenuation OFF and minimal Attenuation $F (=15). The attenuation register is anyway ...named misleadingly.
  8. For those who care. What is plotted, is NOT the DAC value, but the volume used for square waves. the behaviour of DAC value might be slighly(?) different. Interesting: Maximum volume is 128 (NOT 127). Known: negative values have same output as positive values (aka 1= -1 =255, 127=-127=129). Only 128!=0. Apart from very low values everything looks linear. The "lower nibble" squirk has not been observed.
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