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emkay

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14 hours ago, rensoup said:

 

Oh... easier than I thought 🤪

 

Most instruments just sound like the "SID-Synth" ;) . There are hardcore SID Freaks telling that SID sounds like an E-Guitar in dedicated tunes. 

But I can easily repell that, because I don't like That "real aimed" E-Guitar Sound. But the SID sounds like a synth there, so it is sounding good to me. Still the best tune on the C64 is  "Nemesis the Warlock" , because it uses the "real SID sound and builds a perfect fusion . 

 

  

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18 hours ago, emkay said:

If you have listened to my Monkey Island edit, your answer might be given. 

I did listen to it but don't recall any atmospheric effects...

18 hours ago, emkay said:

Particular generator 2 is a real melodic generator, but the notes get off, because the base is 1.79MHz. 

Similar with gen 4 (for a high note playable range) or even generato C is usable for a range of high notes.

tech info overload... no comprendo 😏

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11 hours ago, ivop said:

Yes, exectly.

is this some kind of pun?🙂

 

At least now I understand why you went with siddump... .sid is the most popular format and I guess there are a lot of tunes which were made with unreleased trackers...

 

On the topic of new tracker... I've already asked in the programming forum but might be worth asking again (I see you reverse enginereed the RMT format) could the RMT notation for effects be transposed to the .mod format and then redirected to the RMT player for replay ?

 

 

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3 hours ago, rensoup said:

I did listen to it but don't recall any atmospheric effects...

 

It actually IS atmosperic, due to the steel drum sounding ;)

The problem (as always) , It is done in a patched RMT and uses a separated note table for gen 2 at 1.79MHz. So other "standard" possibilities have been excluded. 

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3 hours ago, rensoup said:

 btw YT recommended this:

 

 

not as epic Tim Follin's GG but in the same vein.

 

The problem with that tune  is the continuous stop . Similar with Makary's edit of "Human after all" .  The listener doesn't get "transported to the next chord" . No idea to explain it else. 

 

 

About the MI tune. 

 

You listened to this one ? : 

 

 

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12 hours ago, rensoup said:

is this some kind of pun?🙂

No, it was a typo. But when I noticed, an hour had already passed :)

 

12 hours ago, rensoup said:

At least now I understand why you went with siddump... .sid is the most popular format and I guess there are a lot of tunes which were made with unreleased trackers...

Indeed, although process is a bit like unbaking a bread ;)

 

12 hours ago, rensoup said:

On the topic of new tracker... I've already asked in the programming forum but might be worth asking again (I see you reverse enginereed the RMT format) could the RMT notation for effects be transposed to the .mod format and then redirected to the RMT player for replay ?

Probably. I think especially modern mod formats can handle all the effects. On the other hand, it has no notion of linked channels. The main problem with RMT is not its editing capabilities (there are some though), but mostly the player is lacking features.

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21 minutes ago, emkay said:

Some different approach. "Modulated drum/fx"

I'm not a huge fan of the PWM sound, but this one sounds nice! No hair stood up this time ;)

 

BTW I'm trying to upload some of my previous stuff to YouTube (Atari Invasion Invitro, HBTN music compo entry), but Hallowed Be Thy Name is recognized as a live version of said song in 1998 in Brasil :) Copyright is claimed. How do you work around that? Or can I just let it go or have the copyright claimer monetize it with ads? I don't care, but I don't want to get in trouble. I suppose Iron Maiden would not care about an 8-bit interpretation that might be lucky to get 100 views at all :)

 

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12 minutes ago, ivop said:

I'm not a huge fan of the PWM sound, but this one sounds nice! No hair stood up this time ;)

 

BTW I'm trying to upload some of my previous stuff to YouTube (Atari Invasion Invitro, HBTN music compo entry), but Hallowed Be Thy Name is recognized as a live version of said song in 1998 in Brasil :) Copyright is claimed. How do you work around that? Or can I just let it go or have the copyright claimer monetize it with ads? I don't care, but I don't want to get in trouble. I suppose Iron Maiden would not care about an 8-bit interpretation that might be lucky to get 100 views at all :)

 

Youtube normally tells you what will happen. 

As long as there is no direct lizense "broken" , they will only add the ads, or demonetize the video. 

If the Video is somehow the "Original Content" it will be deleted , and you get a warning. But that shouldn't happen. 

If you repeat uploading "original Content" the account might get closed. 

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2 minutes ago, emkay said:

Youtube normally tells you what will happen. 

As long as there is no direct lizense "broken" , they will only add the ads, or demonetize the video. 

If the Video is somehow the "Original Content" it will be deleted , and you get a warning. But that shouldn't happen. 

If you repeat uploading "original Content" the account might get closed. 

I assume with Original Content you mean a copy of a CD track, for example.

Adding ads or demonetizing my video doesn't bother me. Good luck making money on less than 100 views :)

 

copyright-claim.thumb.jpg.0cf306ef6ba4b9d31d5515a76859ba36.jpg

 

It'll be added to my newly made channel shortly. Funny though how my distortion $Cx only experiment (except for the drums), is recognized. Don't underestimate Pokey ;)

 

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8 hours ago, ivop said:

Probably. I think especially modern mod formats can handle all the effects. On the other hand, it has no notion of linked channels. The main problem with RMT is not its editing capabilities (there are some though), but mostly the player is lacking features.

Linked channels being a track per channel rather than a single track for all channels, right ? That's just a space saving feature though, you can just duplicate tracks... then it's all LZSSed anyway 

 

The problems I see for extending RMT are:

1.lack of editor source code

2.extending the asm player

 

Now let's say the player is converted to C, it would be 'easy' to redirect regular Mod commands to the RMT player with an open source tracker (and play the sound with pokey.dll)

Once the RMT player is working inside a regular tracker, it would become easier to extend it.

Then instead of extending the asm player, an 'export to LZSS' can be added to the tracker and then the music flows 🎶!

 

(well that's a thread hijack)

Edited by rensoup
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8 hours ago, rensoup said:

It almost got some Persian vibe 😄

Hm.... Now you have to explain your comment ;)

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16 hours ago, rensoup said:

Linked channels being a track per channel rather than a single track for all channels, right ?

No, I meant the difference between 8-bit Pokey channels (one pattern) and 16-bit Pokey channels (two patterns) which are two 8-bit channels linked.

 

But you're right, this thread is not the place to dicuss this.

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2 hours ago, ivop said:

No, I meant the difference between 8-bit Pokey channels (one pattern) and 16-bit Pokey channels (two patterns) which are two 8-bit channels linked.

 

But you're right, this thread is not the place to dicuss this.

 

...

 

For me it would be sufficient, to have the notation and the used commands available. 

Handling POKEY using the aimed 3 channel harmonics is given then.  

 

The funny stuff?

If the player is build on one vbi speed, and alike whether the tracker is easy to handle or not: 

Saving the "9" Registers every VBI will replay the tune correctly every time, using a packer/depacker. 

Also interesting, particular in Altirra, the depacker is somewhat more "timing" stable in replaying than the original player.

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39 minutes ago, emkay said:

Also interesting, particular in Altirra, the depacker is somewhat more "timing" stable in replaying than the original player.

Interesting. That means that a lot of players do not buffer the writes to Pokey and do them all at once at the start of the next frame, so they are always properly timed. That is fixed by recording them to SAP-R and using the LZSS replay routine ;)

 

BTW AtariSID does something similar. It runs the .sid PLAY routine, does the emulation bit, and sets the new notes to be played at the beginning of the next frame :)

 

 

 

Edited by ivop

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16 hours ago, emkay said:

Hm.... Now you have to explain your comment ;)

I just meant it has an oriental vibe to it (minus the drums and the speed) 🙂 it vaguely reminded me of PoP2 

 

14 hours ago, zbyti said:

t just reminds @rensoup that it's high time to finish the PoP conversion 😆

... and perhaps this too 😀

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6 hours ago, emkay said:

For me it would be sufficient, to have the notation and the used commands available. 

Handling POKEY using the aimed 3 channel harmonics is given then.  

not sure what you mean 🤔

 

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5 hours ago, ivop said:

Interesting. That means that a lot of players do not buffer the writes to Pokey and do them all at once at the start of the next frame, so they are always properly timed. That is fixed by recording them to SAP-R and using the LZSS replay routine ;)

while LZSS is pretty constant, it writes to pokey after decoding each channel, so there's probably a 1.5 scanline gap between each write... easy to fix of course (and probably required anyway for playing tunes above 50/60hz )

 

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2 hours ago, rensoup said:

not sure what you mean 🤔

 

The Chip has it's sounding character. 

Instruments are not as hard to create as people might think. 

The arrangement (Key) to use the notes and chords , to reach a working tune is the point. 

Look at the "Morse Corse" tune. After having working 3 channel based notations, and just the positions of where the Arpeggio is different, was sufficient enough to create the sounds in "some days" . 

For now it's a very lonely tune including all the "sounding colors" in a POKEY tune. 

Particular as it is playing in a "real" environment single POKEY and single VBI, allows to play it on an 800 in a game during gamplay. 

 

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6 hours ago, emkay said:

The arrangement (Key) to use the notes and chords , to reach a working tune is the point. 

Look at the "Morse Corse" tune. After having working 3 channel based notations, and just the positions of where the Arpeggio is different, was sufficient enough to create the sounds in "some days" . 

Well that's too abstract for me right now, perhaps this can discussed again at some point.

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