Heaven/TQA Posted January 25, 2019 Author Share Posted January 25, 2019 nowadays I would not code PAL flickering fx as most ppl watch it on youtube, Altirra or TFT.... 1 Quote Link to comment Share on other sites More sharing options...
Sandor / HARD Posted January 25, 2019 Share Posted January 25, 2019 Well... not sure if music rocks... I love the loading music and joyride Digi intro... but Sandors SID player is not my cup of tea... You keep surprising me! The ones you like were actually made by me. I never thought someone would like these better Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 25, 2019 Author Share Posted January 25, 2019 Ok. Let me be more precise... the SIDs played in former demos. cool emotion e.g. are well... sometimes detuned... I was wonder how you made them? Used player and used a virtual sid2pokey table? Quote Link to comment Share on other sites More sharing options...
R0ger Posted January 25, 2019 Share Posted January 25, 2019 nowadays I would not code PAL flickering fx as most ppl watch it on youtube, Altirra or TFT... Isn't that exactly why flickering isn't a problem anymore ? 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 25, 2019 Author Share Posted January 25, 2019 Yeah but Altirra non frame interlacing is more bad than real pal crt Quote Link to comment Share on other sites More sharing options...
Sandor / HARD Posted January 25, 2019 Share Posted January 25, 2019 Ok. Let me be more precise... the SIDs played in former demos. cool emotion e.g. are well... sometimes detuned... I was wonder how you made them? Used player and used a virtual sid2pokey table? Sure, detuned for multiple reasons on multiple tunes. The SID has 3 channels that have the same capabilities. That's not the case with POKEY, so I tailored emulation to each tune manually depending on what could I afford to lose. My priority was always deep basses and high pitch white noises for great sounding drums and if I had to sacrifice something, that was main melody pitch accuracy, not these two. I never liked the typical metallic bass sound of the POKEY (if you hear one, that's my own tune made in Benji). So then you can do low pitch bass sound two ways. Either 15kHz or 16bit. Now, 15kHz kills your hi-hats and drums on all channels, they will sound blunt - contrary to the popular belief that all drums are "low sounds" and don't need high pitch. There were a few examples when I had to go 15kHz still, because of the characteristics of the actual tune, but I tried to avoid that. So, I tended to use up 2 channels for bass. Then you're left with deep bass sounds, punchy drums and clear hi-hats, but 8 bit melodies. That's the main reason for detuned SID melodies in these emulated pieces. There is a non-typical reason as well: Sometimes I was short of CPU time and had to drop Tamas' real-time pitch conversion. Then I came up with all sorts of approximate optimizations and lookups / etc... That gave the worse results, but saved huge amounts of CPU time. So this is the reason I created HardBass in the 64kHz mode - to preserve all possibilities without killing drums and hi-hats. No more 2-channel basses or forced 15kHz. 5 Quote Link to comment Share on other sites More sharing options...
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