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Always the polish guys...


emkay

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It's not "right" - it's just the way to use SID music during gameplay, because straight SID-emulation takes too much processor time.

 

There is also another idea what to do - but shhh...! You all will have to wait a while :D

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It's not "right" - it's just the way to use SID music during gameplay, because straight SID-emulation takes too much processor time.

 

 

 

That's what I'm talking about: Using 16 Bit for the best results with ingame music.... it costs nothing exept one channel, and it would be usable together with G2F graphics, too.

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It's not "right" - it's just the way to use SID music during gameplay, because straight SID-emulation takes too much processor time.

 

 

 

That's what I'm talking about: Using 16 Bit for the best results with ingame music.... it costs nothing exept one channel, and it would be usable together with G2F graphics, too.

 

Well, as players like this are intended to play "available" SID tunes, my goal ever was to find ways for a more balanced sounding by using "pokey specials".

Perhaps it might be helpfull if you keep in mind, how "fine" the "Yie AR kung fu" main voice is played, when listening to "my" tunes in the appended package.

POKEY offers a huge amount of high voice combinations and low voice combinations... but, to use this more efficiently, the tune has to be build on the real machine.

Even though the 16Bit voice has a better resolution, you can always tune one 8-bit bass- and one 8-bit high- tone in, because, the acoustic resolution is better for bass tones when switching pokey to 16khz also high notes are to produce with a higher sounding resolution at 1,79MHz.

It is even possible to switch pokey between 15 & 64kHz without interfering the 16 bit channel, because the oscillation is fixed to 1,79MHz.

 

a.s.o.

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  • 2 years later...

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