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Quad Pokey


Matej

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Put here everything what you will found... Shops, datasheets, examples, photos.

 

Here is my todays google find - Pokey Quad emulator running on dsPIC33

 

Hmm what about back to the roots... Atari used QuadPokey in their

Arcade Cabinets. So it is semi-standard. Ideal future upgrade.

And there is dsPIC33 emulation. So we doesnt need to rip off pokeys

from motherboards. Or buy them from arcade parts shops.

We will do same as with SwinSID...

Imagine 4x4=16channels on one dsPIC33 chip.

Lets make QuadPokeyCart. And original 4channels Pokey will be for FX.

Totally 20 channels...

 

You will use 2xRMT module (stereo) for QuadPokey songs...

Can be done. Can be tracked easily. (RMT gots MIDI and with MIDI utility for PC can be 2xRMT connected)

 

2x RMT is possible with this...

http://www.midiox.com/

http://www.tobias-erichsen.de/software.html

http://www.nerds.de/en/loopbe1.html

 

Plus in future there can be quad version of TMC or MPT too...

 

Cool? Not cool?

Edited by Matej
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If you live in Texas, there's a guy on eBay selling Pokeys for $6 but only available for local pickup. Since we're not supposed to link to eBay on here, I'm just mentioning it here since it would be a source for anyone interested in more Pokeys. I can't partake since in live in Sac, CA.

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Space, slightly larger power requirements although standard Atari PSUs are generous in that regard and should provide plenty of headroom.

 

4 extra 40-pin ICs if done that way means a fair amount of room lost, so all kinds of possible conflict with other upgrades.

 

The reserved address space is no problem, in theory 16 Pokeys could run without breaking too much software.

 

Music playing - you get to a point where the entire CPU time would be devoted to doing the music. RMT is generally good, e.g. 5-15 scanlines on average for a 4-voice tune.

In theory a Quad setup would near enough be *4 on that, although RMT only supports twin Pokey and no more.

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One of the true advantages of Quad Pokey:

 

You can have 4 channels of 16-bit sound. This means you can use any of the 4 musical waveforms (Distortion 10 square, Distortion 2 Triangle, Distortion 12a and 12b sawtooth) with a greater range than you could in 8-bit sound, at about a 7 to 9 octave range depending on the waveform. This means you can get sawtooth style music like on the NES, for example.

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Versatility is greatly increased in that 16-bit and special waveforms needing 2 voices become much more usable.

 

The other aspect of multi-voice use for single notes is that the processing time might be a little less since the envelope stuff only needs doing once per pair although in some cases it might be 16-bit maths rather than 8-bit.

 

PAL/NTSC maybe not quite the issue first thought. Many people these days just develop music on PAL and only play 5 of 6 frames if on an NTSC system.

In the event CPU time becomes tight, that spare frame could be used as catchup - the register values could just be kept in a buffer such that you have a few frames extra data available and you use that frame normally skipped for processing but buffer the register data instead of storing it.

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One of the true advantages of Quad Pokey:

 

You can have 4 channels of 16-bit sound. This means you can use any of the 4 musical waveforms (Distortion 10 square, Distortion 2 Triangle, Distortion 12a and 12b sawtooth) with a greater range than you could in 8-bit sound, at about a 7 to 9 octave range depending on the waveform. This means you can get sawtooth style music like on the NES, for example.

 

Why do we need 4 POKEYs for that?

Dual POKEY is enough tto have 4 16-bit (and/or special waveform) voices.

Or are you implying stereo?

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