emkay Posted January 6, 2006 Share Posted January 6, 2006 You know the title-tune from this game. http://yiear.atari8.info/ I wonder how this bass-sounds are done? While trying in RMT I allways get a "pressureless" sound, or it sounds like a drum. So always the start of a tune doesn't work as it should work... Quote Link to comment Share on other sites More sharing options...
miker Posted January 7, 2006 Share Posted January 7, 2006 This version has built in sid2pokey player and it plays real sid through it. Unfortunately it will be removed in the further releases due to eating a lot or rastertime (also the title sound isn't very interesitng, though). Quote Link to comment Share on other sites More sharing options...
emkay Posted January 7, 2006 Author Share Posted January 7, 2006 This version has built in sid2pokey player and it plays real sid through it. Unfortunately it will be removed in the further releases due to eating a lot or rastertime (also the title sound isn't very interesitng, though). 995727[/snapback] Are you joking? The tune isn't interesting? Hm... I was pretty happy, to see a title tune with better pokey usage in a game... And you are telling me, it will be removed? To me it is the most interesting tune ever on a single POKEY: Balanced sounding, creamy melody, a great (long awaited tune played on the A8) Jarre adaption aswell ... Why does it use "too" much rastertime? The title looks working perfectly? Quote Link to comment Share on other sites More sharing options...
emkay Posted January 7, 2006 Author Share Posted January 7, 2006 OK.... Perhaps Sack can give me an answer? How is the bass-sound programmed on the SID? It seems to work with "SID2POKEY". So why not with POKEY programming itself? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 7, 2006 Share Posted January 7, 2006 btw... on NTSC just the music is played that's why i haven't realised that the msx is played in the title screen + highscore... so... if not possible ingame but for title screens? Quote Link to comment Share on other sites More sharing options...
twh/f2 Posted January 7, 2006 Share Posted January 7, 2006 This version has built in sid2pokey player and it plays real sid through it. Unfortunately it will be removed in the further releases due to eating a lot or rastertime (also the title sound isn't very interesitng, though). 995727[/snapback] I also disagree! Emkay is right!! I like the title music very much. You know why? Because it's not overloaded with peep-sounds, pseudo-bass and the melody works out well, the sound is harmonic etc. so please do us all a favor and let the tune in there :-) but even more important: Create a version which is running on a real atari!!! :-) Okay don't take it to serious, I know the game is still under heavy development, but testing on the real thing regulary might be a good idea *g \twh Quote Link to comment Share on other sites More sharing options...
miker Posted January 7, 2006 Share Posted January 7, 2006 (edited) Ok - the music isn't so bad AS IS, but it's no good for the title screen of fighting game. Maybe for GAME OVER. One more reason is that this game requires now 256kB of extended memory to run. Getting rid of sid2pokey player and some other strange things will bring surely down all the requirements. Well, putting sid music to game isn't really that bad idea, but there are some more important problems to solve. It was some kinda experiment. Edited January 7, 2006 by miker Quote Link to comment Share on other sites More sharing options...
emkay Posted January 7, 2006 Author Share Posted January 7, 2006 Ok - the music isn't so bad AS IS, but it's no good for the title screen of fighting game. Maybe for GAME OVER. One more reason is that this game requires now 256kB of extended memory to run. Getting rid of sid2pokey player and some other strange things will bring surely down all the requirements. The tune isn't "not bad" .... it is a precious diamond in the POKEY sound history.... The tune itself is perfect for that game aswell. Well, putting sid music to game isn't really that bad idea, but there are some more important problems to solve. It was some kinda experiment. 995817[/snapback] The goal should never be to put SID music onto the A8. But, especially SID2POKEY show the right and only direction, where real POKEY-music is to find. Quote Link to comment Share on other sites More sharing options...
miker Posted January 7, 2006 Share Posted January 7, 2006 @emkay: Wanna hear much better sid converson? then go here: http://www.atarimania.com/detail_soft.php?...VERSION_ID=3320 (title music only - the rest is "rather good"). Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 7, 2006 Share Posted January 7, 2006 btw...why was the msx left out in the final TQA & madteam version of mental age? Quote Link to comment Share on other sites More sharing options...
miker Posted January 7, 2006 Share Posted January 7, 2006 Try asking rest of TQA. Quote Link to comment Share on other sites More sharing options...
emkay Posted January 7, 2006 Author Share Posted January 7, 2006 @emkay: Wanna hear much better sid converson? You call this better...hm It's ok. the bass sounds more interesting. But the tune isn't balanced and the "flute" is extremely off, by a wrong timing. In the YAKF tune, almost everything is perfect. It sounds as it was done for POKEY & not played in a register emulation. Quote Link to comment Share on other sites More sharing options...
miker Posted January 10, 2006 Share Posted January 10, 2006 (edited) Here's a sample of sid2pokey routine. It exists only as the procedure linked with a tune, unlike SIDplayer. Maybe in future... (Note: all the FX-es in "Yie Ar..." doesn't play under this one) You can switch subtunes with SPACE (if there are any). sid2pokey.zip Edited January 10, 2006 by miker Quote Link to comment Share on other sites More sharing options...
raster/c.p.u. Posted January 10, 2006 Share Posted January 10, 2006 btw...why was the msx left out in the final TQA & madteam version of mental age? 995840[/snapback] Yes, It's interesting question... Musics in older (preview) version of Mental Age gives totally different atmosphere to this game. Msx from "Joe Ripper" is pretty darksome. I like it. So, why it was changed? Quote Link to comment Share on other sites More sharing options...
emkay Posted January 10, 2006 Author Share Posted January 10, 2006 Here's a sample of sid2pokey routine. It exists only as the procedure linked with a tune, unlike SIDplayer. Maybe in future... (Note: all the FX-es in "Yie Ar..." doesn't play under this one) You can switch subtunes with SPACE (if there are any). 997351[/snapback] Spikerhoek has the same problem as I described. The bass is "pressureless". Why does it work in the YAKF tune.... I think, it must be in the bassnotes that are "fast" played in an instrument on and on. (perhaps a special vibrato). It's like programming drums with different tones and the frequency-changes are fitting perfectly together... so the ears realize the bass better. Quote Link to comment Share on other sites More sharing options...
sack-c0s Posted January 10, 2006 Share Posted January 10, 2006 (edited) on the SID you generally use the square (pluse) wave - but the SID gives fine control over the duty-cycle of the wave so sweeps are used a lot to give sounds with a lot of different textures. if any of you folks use an apple mac then get SIDplay on there - it have live register viewing and a speed option so you can slow the music down and watch the registers. has been a help for me at times. I've always thought martin galways music does suit the atari very well because it has bass sounds that are very sharp and have a lot of punch to them and a lot of the time he uses bass sounds like that to compensate fot the lack of drums. Edited January 10, 2006 by sack-c0s Quote Link to comment Share on other sites More sharing options...
emkay Posted January 10, 2006 Author Share Posted January 10, 2006 (edited) I've always thought martin galways music does suit the atari very well because it has bass sounds that are very sharp and have a lot of punch to them and a lot of the time he uses bass sounds like that to compensate fot the lack of drums. 997448[/snapback] It's a sad thing that Galway never used the A8 for making music. I think, the Green Beret song will sound as good as the YAKF. But, if he was doing some experiments, would he have the chance to to make such a tune? Actually, the SID2POKEY is the first and only thing (I know) that uses the 16 bit resolution for the main voice plus 15kHz for bass notes... TMC gives the possibility of using 16bit, but no such tune is done We only can imagine, what could be possible. Edited January 10, 2006 by emkay Quote Link to comment Share on other sites More sharing options...
miker Posted January 10, 2006 Share Posted January 10, 2006 Well, it uses 15kHz low-pass filter only when it's needed. Quote Link to comment Share on other sites More sharing options...
emkay Posted January 10, 2006 Author Share Posted January 10, 2006 (edited) Well, it uses 15kHz low-pass filter only when it's needed. 997560[/snapback] Using 16bit with 1.79MHz clocking makes it possible to use another voice with 64/15kHz switching without interfering the 16 bit voice. The result is a very balanced sounding with 3 channels for music (using a "4th" digivoice is possible though) Imagine a tune with a 16 bit voice plus some cool guitar solos by 15kHz filter in one tune... Edited January 10, 2006 by emkay Quote Link to comment Share on other sites More sharing options...
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