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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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  • HLO projects
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  • Gernots A500 game reviews
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  • My blog of stuff and things
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  • GG's Game Dev, Homebrew Review, Etc. Log
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  1. This is the last problem I have in my game that I partly solved and have some understanding of, but I did not get to the finish line with and left it sitting for a while. All music and Pokey driving is self / hand implemented. I get periodic "phase shift" sound problems when playing my sounds in stereo (later on I will provide hearing samples for this if needed, can't do it at the moment), the effect is as if the sounds shifts to the side for some time. I did study this earlier in the process, and looked at the waves in Audacity, and there I could see the visual reason for it, it happens when one channel is shifted a bit with respect to the other so that positive amplitude in one overlaps with the negative in the other channel, something like this: L: __--__--__-- R: --__--__--__ This is the part that sounds bad IIRC (the sound is away / empty). When they are following the same amplitude sides like this: L: __--__--__-- R: __--__--__-- it sounds much better. I presume this is due to to wrapping around one of the clocks in either of the Pokeys and the two having different phase for a short while before the other one also wraps to beginning. Or at least that was my best guess. But, anyway I tried to modify the Pokey init routines or updating routines I could only make it a bit better or worse, but never get rid of the problem. The fact that the effect is a bit different on the Emulator and on the real HW does not help either (but it is there on both). I also looked into the RMT module to see how they update the sound, there all L/R coupled registers are updated as close to each other as possible. When I do this in my code, the effect is even worse for some reason, what I actually had to do is to shift the L and R updates away a proper handful of cycles. This sounds a bit worse in general (each single sound on the two channels is "too separated"), but the phasing effect occurs less, but it is still there periodically. So what am I missing here? How should the stereo init and update be done correctly to avoid this? Or is it a feature I have to live with? Does it have anything to do with the sound being only 64kHz mode on two channels and 1.79MHz full 16bit on the other two? Please also forgive me for very superficial of understanding of sound and music, it is one of my weak points
  2. RASTER Music Tracker RMT is now open source! https://github.com/VinsCool/RASTER-Music-Tracker Contributions are welcome! For new release starting from v1.34.00: https://github.com/VinsCool/RASTER-Music-Tracker/releases Old opening post:
  3. 2023 Krystone Online Music Compo for Atari 8-bit Computers POKEY C012294 We have 6 entries for you to judge today. All presented tracks are 4-channel mono and were recorded from a real Atari 65XE (PAL) along with the noise and harmonics. 🎶 Black Bouncy Blob 🎶 Fallen Hard 🎶 Nuclear Sign 🎶 Pokey Atmosphere 🎶 Tune 179 🎶 Unexpectedly Short To keep things simple: YouTube is where you listen to the tracks. And, here is where you vote. The video is 4K 50 FPS. If you can, en-joy on a large screen. The names of musicians will be revealed after the voting has completed. It is very likely that Atari Music Disc (.atr file) will be created with all the songs and made available for download with graphics and extras, so check back! Thank you and until next time. Feel free to share, comment, like, discuss, and most certainly vote for your favorite. Be fair, act fair. Feed YouTube algorithms if you care (I do). If you have any technical questions, you can ask here. Your engagement keeps this post alive and allows for a greater number of votes to be cast. The greater the number of votes, the fairer the results, thereby providing more gratification to the creators. The following prizes will be awarded to the musicians: 150 € and something tangible (to be mailed to and perhaps revealed by the winner), 100 €, and 50 €. However, it is important to know that, as far as I can tell, they didn't do this for monetary compensation. A big thank you to all participating musicians for giving this compo a chance. 🖤 Krystone December 2023 This thread is a continuation of:
  4. Since I've been experimenting with RMT (and loving it), it's time to peel away the onion and get deeper into the tracking / chiptune thing. I've always been a "sound" guy - I play music, own synths, etc and often thought POKEY could be flexed more than it was (and we see this is now true). Just downloaded MPT, which I believe allows native A8 track development. I also wanted to play around with NeoTracker, but I can't seem to find it. Does NeoTracker run natively on the A8 / XL / XE platforms? Would like to give it a try - any help is appreciated!
  5. Pokeymax v3 is now available for pre-order. Features: Quad Pokey Dual SID Dual PSG Four channel Covox, with Paula style DMA GTIA audio digital pass though SIO audio mixing PBI audio mixing May be updated/configured via software on Atari Larger 10M16 FPGA, leaving adequate resources for future enhancements Spare 5V safe IO for future enhancements For the pre-orders Retronics are offering a special promotional price of 99USD. Note that version 2 will remain available for the simpler mono/stereo Pokey/Covox options. --- Ordering info from @Duddie --- Additional features confirmed: SPDIF digital output (TTL level, excludes SIO in/PBI in) PS2 keyboard input
  6. Hi. It's time to create a new topic where I will be posting my Atari Pokey tunes. At the moment I use RMT and a new tracker called SFX. I compose using AKAI MPK249 Midi keyboard and different Ipad apps connected via Bluetooth+Midi. I hope you will like them. Feel free to contact me if you need music for your game. I will be more than happy to help you.
  7. So does it have a pokey? And if not can it emulate one?
  8. Dear all, I'd like to open this thread on my recent development "MidiJoy" because the topic of the thread which led to its inception is now only merely loosely connected to what has come out of it. I'll begin with posting some general information on MidiJoy, afterwards I'm looking forward to questions, comments and bug reports here . The most up-to-date information will probably always be on my website: http://www.phobotron.de/midijoy_en.html and a video introducing the basic idea of MidiJoy is available on YouTube. However, the software will only be available after the ABBUC hardware contest in which MidiJoy is participating (this is part of the competition's rules). Of course I'd be glad if you vote for it in the contest, and if it should make it to the Top 3, I'd make MidiJoy available for free afterwards . Enjoy, F.
  9. Hi, in order to avoid flooding Atari Age forum with topics, I decided to create an universal topic for all my new songs, which I will use from now on. And here comes the first new cover tune, coming from Super Nintendo Entertainment System's game Final Fantasy VI. Uses stereo POKEY, doublespeed player routine. RMT, SAP and XEX files attached. https://soundcloud.com/pseudografx/final-fantasy-vi-terras-theme FF6-Terra.zip
  10. Hi @Albert, I’m considering ordering and producing BBs Crystal Quest (7800) from the AA-store, and as I don’t know when the HOKEY will be around, up and working, I consider using Ballblazer cart. Now the AA store wants it within 30 days after placing order, but shipments/posting of such things seem to be given to a fair amount of unprecision. As I live in Norway, I’m not sure if I could get it to your store for certain within 30 days, even though I think it would. Could AA-store extend time for such orders/production for non-US buyers? Is it a better option to make agreement that AA-store buy a Ballblazer cart directly from ebay, and agreeing with buyer on item, waits until buyer sends money to AA-store or similar in advance of placinc order for say ‘Crystal Quest’? Greets, Giles
  11. Great news for all fans of POKEY sound chip! The Atari SAP Music Archive has been updated with 273 new songs, bringing the total to whooping 5281 POKEY tunes. The update includes lots of added information and bugfixes. Download the archive at the official ASMA homepage.
  12. I bought a composite modded 7800 on eBay years and years before I ever touched a soldering iron. I went back to install the UAV kit from brewingacademy.com on it yesterday, following the PDF and the YouTube video in the guide. I deviated a bit from the video as my 7800 already had some destructive changes made when the eBay seller modified it -- they removed the RF port by breaking it off the RF modulator (but left it in for some reason, I completely removed it), and removed R3, R5, and C10. The console before I installed UAV could play sound from Pokey (original Ballblazer cart). Now after installing UAV I'm not getting this sound. I did not have the exact 6.8k resistor to replace R5, but combined two that add up to 6.9k (tested w/ meter) and soldered them to the bottom hole of R5, then lifted R6 and connected them to the positive side of a 10uF capacitor as was done in the YouTube video and PDF guides (see attached image, sorry it's a little blurry). Any idea where I messed up -- do I need to replace R3 and/or C10? Edit to add: Everything else works with the mod. Composite and Svideo, and sound from non-Pokey games.
  13. HI! Ok, for a second, I'm not really a 2600 programmer anymore. I like the 7800 a lot and honestly, the 2600 is really too limited for me to make practical use of it without a good multisprite kernal (which I don't have at the moment) Is it possible to add extra sound to a 2600 game? I didn't think so, but then how does the DSP work?
  14. Hi, I just wanted to share my latest cover, and coincidentally there is another Mega Man 2 cover in the other thread . Anyway, hope you'll like it. https://soundcloud.com/pseudografx/mega-man-2-dr-willys-castle-pokey-cover
  15. Recently I was working a bit on POKEY emulator working in a browser (this is a part of bigger project - atari emulator in a browser, I'll create separate topic about that soon) and I want to share results with you: https://github.com/mrk-its/web-pokey Please take a look on live examples https://github.com/mrk-its/web-pokey#live-examples and let me know what do you think about that. For example this https://mrk.sed.pl/web-pokey/examples/pokey-regs/ demo allows you to provide values of POKEY registers, please let me know if you find significant differences between real atari / Altirra and generated sound (you can copy & paste link with register values here). Other example is SAP type R player: https://mrk.sed.pl/web-pokey/examples/sap-player/#https://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=16744 Let me know what do you think about, thanks!
  16. This is somewhere and I read it but was maybe some years ago, don't know. While loading seem to remember that is what, less one or two channels because they're in use for the loading? So we if two only free to play some music is 2 8bit or just if combined just 1 16bit? OR If 3 then 3 8bit or 1 16bit + 1 8bit? And (other than, of course, tape music be longer and disk less because of the loading time) is the same number(s) of needed channel(s) for loading? Thanks.
  17. Hey guys, I was looking at this page again a moment ago, such a great reference as I am learning the insides of the Atari 8-bit. https://www.atariarchives.org/mapping/memorymap.php#53760 I noticed something that only now caught my attention: And was wondering, how realistic would it be to use that whole location of memory for extra POKEY chips? I already know of the typical STEREO upgrade, which makes the chip offset by $0010 in memory to be usable, and that's nice, it's really not a very complicated implementation for sure. I think you see where I am going with this. That makes the entire location from $D220 to $D2FF still available for the user, right? Now, I am aware I may be entirely wrong about this assumption, but let's just say this could indeed work, would that mean, in theory, up to 16 chips in total could work in parallel? That definitely sounds way too good to be true, but I was curious about what you guys thought about this. Because honestly, I speak only for myself, having 64 audio channels in total would be absolutely awesome for sure Even much less than that would be cool to have. I think of the QUAD-POKEY used Arcade machines, for example. Imagining such an upgrade could be done physically, and the programs running are all set to work with this setup, would this, in theory, actually work at all? Thanks for passing by, I am mostly rambling out loud for now, hahaha
  18. Hello guys I'm gonna put this info here, because I keep looking for it and can almost never find it. BTW It's not mine, I did not write it, edit it, etc. The information was found here and here where you will also find the source code and a windows file. The picture below is of the windows software. I'm not sure if (this version of) TMC2 will support quad pokey. TMC2.zip TMC2.atr
  19. 7800 Pokey Engine Welcome to the 7800 pokey engine for music and sound effects playback on the Atari 7800 Console. This engine was initially developed (based on the disassembly and reverse engineering of Ms. Pac-man by Atari) by Perry Thuente (tep392) and Bob DeCrescenzo (pacmanplus) for the purpose of providing pokey sound playback for the Pac-man Collection. The engine has since been enhanced and is now also being used for other homebrew titles such as Millie & Molly 7800 (Matthew Smith), Popeye (Darryl Guenther) and Danger Zone (Lewis Hill) thanks to the awesome music abilities of Bobby Clark. The 7800 pokey engine has been kindly open-sourced by the contributors and is freely available to the AtariAge community for use within any project. The source is currently maintained by Matthew Smith (mksmith) and is available to download from Github. Contributors The following people have contributed to developing the pokey engine: Perry Thuente @tep392 Bob DeCrescenzo @PacManPlus Bobby Clark @Synthpopalooza Mike Saarna @RevEng Matthew Smith @mksmith Paul Lay @playsoft Additional Testing The following people have contributed to testing the pokey engine: Robert Tuccitto @Trebor Titles using the pokey engine The following titles are using variants of the pokey engine: Pac-man Collection (pacmanplus, tep392) Millie & Molly 7800, Arkanoid, Robots Rumble (mksmith) Popeye (darryl1970) Danger Zone, EXO, Keystone Kapers, ARTI (muddyfunster) Music development Bobby Clark (synthpopalooza) is the first and foremost expert in developing music and sound effects using this engine and has produced some outstanding compositions. I'm sure he would be happy to help you if you ask! Compiling for the Concerto Beta When compiling builds for use on the Concerto beta there are a couple of things you need to be aware of: Enable the SKIPINITFORCONCERTO flag in pokeysound.asm 144k ROM is the best supported ROM size and should work without additional change 128K+RAM ROM will work but the ROM header will need to be manually changed to remove the pokey @ $450 flag 128K ROM does not produce any pokey sound These notes will be updated as batari makes enhancements and changes to the Concerto firmware. Changelog v1.05 (18 Aug 2022) v1.05 - updated pokey detection routine from 7800basic 0.20 (reveng, mksmith) v1.04 - updated information for customizing a build for the concerto beta v1.03 - re-implemented CHANNLSKCTLS lookup (mksmith) v1.02 - renamed SKIPCHECKFORPOKEY to SKIPINITFORCONCERTO and verified changes work (mksmith, trebor) v1.01 - updated SKIPCHECKFORPOKEY process to better handle $450 detection (playsoft) v1.00 - open sourced to Github (mksmith) v0.11 - added queue scheduling (playsoft) and SKIPCHECKFORPOKEY flag Concerto issue). Added RESETPOLYON and CHANNLRESETON table flags (mksmith) v0.10 - removed number of channels (not required) and added a tune-by-tune reset table (mksmith) v0.9 - removed SKCTL set and added ability to set number of channels to activate (mksmith) v0.8 - added MUTEMASKRESTFLG const so rest value can be customised (mksmith) v0.7 - re-implemented MUTEMASK change (reveng) v0.6 - fix 16-bit mode, SKCTL, or any mode requiring one channel be silenced and stops popping noises (sythnpopalooza) v0.5 - 7800basic Pause Support (mksmith) v0.4 - 7800basic PAL Support (mksmith) [suggestion on how to implement by reveng] v0.3 - Reset poly support (sythnpopalooza) v0.2 - Added PLAYPOKEYSFX enhancements, STOPPOKEYSFX (mksmith) v0.1 - Initial version provided by pacmanplus and sythnpopalooza Using the pokey engine in 7800basic The engine itself is reasonably straight forward to integrate into 7800basic and there is a detailed example for how to properly setup and configure your game to use it. Saying that it can be tricky at the beginning as you will need to determine the required features to be activated and also configure and locate the music itself potentially across various banks. The basic process is as follows: copy file pokeysound.asm into the base root folder of your game. 7800basic will automagically replace the base file in 7800basic during compilation. inline pokeyconfig.asm into your game source (this should be the end of the last shared bank so it can be accessed at all times) inline your musicxxx.asm file(s) into your game source. There can be one of more of these spread across multiple banks depending on how you game is structured but in reality as with bank sharing the tune data MUST be available to be currently active bank. Other changes to your source The following changes are required to be made to your 7800basic source: 1. Insert the following vars: dim POKEYADR = $450 ;$450 (modern homebrew) or $4000 dim TUNEAREA = $2200 ;range $2200-$2246 (46 bytes) dim SOUNDZP = y.z ;all pointers must be located in zeropage Note: The TUNEAREA location or SOUNDZP vars can be changed to suit your requirements. 2. Include the following to service the player each frame (this should be in the last shared bank so it can be accessed at all times): topscreenroutine rem call the pokey servicing routine asm jsr SERVICEPOKEYSFX end return Examples example1.78b - basic implementation showing how to integrate the 7800 pokey engine into 7800basic including adding pokeyconfig and music data assembly files via the inline feature, calling and playing multiple different tunes and sound effects. Additional notes tunes can be moved into RAM and played from there if required (example coming soon) an release for assembly users will be added soon Need some help? Contact Matthew Smith (mksmith) if need any assistance implementing this engine into your game.
  20. Here's the release of v1.0 of Pokey Explorer! Pokey Explorer is a tool to explore all possible register combinations of the Atari 8-bit Pokey chip. Here's the source, and some kind of manual This originated in this thread, where you can see how it came to be, and why There are two binaries. One for PAL and one for NTSC, because the sweep timing is different (edit: and the tuning notes are different!) Have fun and explore Please report any bugs you find. pokeyexp-v1.0-ntsc.xex pokeyexp-v1.0-pal.xex
  21. Warning: severe music geekiness ahead. I’ve been looking at Synthpopalooza’s POKEY tables, and thinking about what he wrote in the Popeye thread (in 16+8+8 mode using the 16-bit channel for bass, which makes sense after being initially counterintuitive to me) and how some POKEY games don’t sound as good as I think they should. I wanted to look at the errors of various frequencies, meaning the difference between what POKEY produces and what that note ideally should be. The easiest way for me to do that was to roll my own note table. Here’s what I initially noticed: No surprise in 16-bit mode: errors are very small throughout the range. 64 kHz clock has a good range of about an octave and a major third. 15 kHz clock has a slightly wider good range, but there are some sketchy combinations (example: E1+B1 and especially E1+E2). I was hoping to find some cases where using an off-table value would be more correct in certain circumstances. There are a few (examples: with 64 kHz clock D3+B3 chord would be more consonant using $D8 for the D, and with 15 kHz clock some keys would work better using $BD for E1) but not many immediately apparent. My initial plan had been to make tables in different temperaments, but at this point I started wondering: what if we had different pitch tables for different keys? That would let us approximate just intervals. Unlike a piano, a 7800 program can easily change tunings on the fly. And what if we switch the tuning basis from A4=440 to whatever nearby number happens to work well for POKEY 8-bit in that key? A=440 Hz is not a law of nature. The Berlin Philharmonic used to tune to A=448, and I know of commercial recordings done as low as A=392. I started working on B major since 64 kHz clock’s lowest possible note (AUDF=$FF) is a B. Tuning to that (which gives A=449.44) produces numbers that look pretty decent with either clock. The D#2 to E2 interval is not ideal, but in real music it may not be noticeable. If it is, tweaking the E2 value might help. I moved to C major. After a little experimenting, I found something very interesting: with A4=436.11, and D=C*10/9 (a slightly different form of just intonation, hear samples here), the 15 kHz clock gives near-perfection from C1 all the way up to C5. The only bad note is F4. Every other note is right on target. Note that this not only goes much lower than the equal temperament chart with 64 kHz clock, it also provides several more in-tune notes on the high side. That C modulates well to G major, with a similar range. The Ds and F#s get farther off than I’d like but can be tweaked to at least match each other. The other notes in the G scale are correct. When 8-bit bass is unneeded, a higher tuning (A4=443.90) with 64 kHz clock produces a perfect C scale from C3 all the way up to C7 except for F6. Just to be clear: when I say tune to some number, I’m just talking about how I determine the AUDF values for the tables. The tuning itself is not a setting. It’s all theoretical right now, but I hope to put it to use soon. How? Well, the low C scale looks good enough that it could work with 4 channels as-is, avoiding that F4. The G and B scales could also be used that way, but might be better suited to 16+8+8 mode, but instead of using 16 for some specific line, use it for whichever note needs it at the moment. It also might make sense to compose for 4 voices, but drop one voice when another needs 16 bits. Or, could use Synthpopalooza’s preferred 16 (for bass)+8+8 configuration, but with the high-range C tuning. Compared to conventional tuning this provides two extra octaves up top, and tighter intonation to boot. If this works out I will expand it to other keys and other distortion settings. link: Yet Another POKEY Table Explanations of colors are at the bottom of the 64 kHz columns. The light-colored text can be difficult to read, which is somewhat intentional, considering the meanings of the colors. Use the bottom tabs to switch keys or to conventional equal temperament.
  22. Hi everyone, I'm a complete n00b and I'm looking for some advice. I've dusted off my old 600xl which was a hand-me-down from my uncle back in the late 80s and decided that it would be a great project to get it back working again. Upgrade it and show it to my uncle, who's now in his 60s. its a stock 600xl, PAL region, membrane (mylar I think) keyboard. I've created a twitter thread here documenting my progress to date: So far I've given things a general clean and retro-brightened the case and that of the 1010 cassette deck. I've checked the PSUs, 600xl is fine but the tape drive doesn't work. I've sourced one that will do the tape drive from my parts bin. Everything went back together fine, hooked it up to the TV, turned it on and very surprisingly got the "ready" prompt. Unfortunately the keyboard isn't working with the exception of reset, option, select, start, and break. Thinking it was membrane oxidation, I stripped the keyboard back down and used a magic sponge to clean all the traces. I was surprised at how well that worked! I also swapped around the 2x 4051 chips and reseated C012294-19 (POKEY, I think) to see if that would make a difference. Unfortunately not, same as before only the silver buttons & break work. Those keys were enough to get into the diagnostics; memory checked out ok but no sound over the antenna cable. So I'm looking for a bit of guidance on where to go next. Pokey dead? I can imagine they're hard to come by these days. Some googling lead me to something called POKEYMAX. Keeping in mind that I'd like to upgrade the memory too, what options do I have? Advice and guidance welcomed! Thanks T
  23. Some time ago I finished working on a document where I describe results of my research on the POKEY's C distortion. It says about the rules related to generating the distortion as well as about the ways to stabilize bass sounds referred to as C bass (or "Donkey Kong" bass by Synthpopalooza). The instability issue has been already mentioned in the threads: http://atariage.com/forums/topic/116835-polycounter-reset-on-pokey http://atariage.com/forums/topic/212280-pokey-question-distortion-12-donkey-kong-bass Beside the document there is an excel file attached, which is a supplement for the study and contains POKEY frequency/note tables for all its clocks. There are also slides which I was presenting on WAPNIAK party in 2017 and a Bass Tester program which allows you to play a bit with the C distortion in practice. The program is compiled in three versions differing in the method of counter synchronization - two variants of first method and the second metod. The Bass Tester is provided together with its complete source code. On screen you will see what keys can be used for various settings. The manual is actually included in the slides. If used under the Altirra emulator, it's worth turning on the Audio Monitor to watch oscillograms. What is not mentioned in the manual is key 0 which toggles accurate phase modulation. I hope you will find it all useful. c-distortion.zip
  24. Hello! I want to ask you about PCB for Quad Pokey upgrade. There is amazing TMC2 Tracker which supports Quad Pokey (16 channels). I will produce 10x PCB for Quad Pokey upgrade. Anyone got gerbers? EagleCAD or KiCAD? QUADRO! = Pokey 0,1,2,3 to so totally 16 channels QUADRO! TMC2 by Jaskier WE NEED PCB GENIUS HERE! I WILL MANUFACTURE 10x OR EVEN 20x PCBs IN PROFESSIONAL QUALITY COMPANY BUT I NEED ALL EAGLECAD/KICAD GERBER (PCB layout) FILES! AND PARTS BOM AND HOW TO SOLDER,WIRE MANUAL (PLACEMENT). People interested in: 1x Mono 4x Matej If you are interested in please send me PM! Also if you know CANDLE or JASKIER personally let me know (they have developed 4xpokey PCB in past).
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