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Forums > C64 Composing > timeline of SID achievements
2009-04-08 13:51
goto80

Registered: Jan 2002
Posts: 120
timeline of SID achievements

I'm looking for a timeline of SID achievements. Does this exist? A list of important software (trackers and non-trackers, midi-sequencers and midi-slaves, sample-players and "drum machines", generatives, remix-tools, etc) and SID-tricks (playing digi-stuff, multispeed, hardrestart, etc). Who, where, when, how, why. I think a timeline over these things would be important to put together, if it doesn't already exist.

(I work on a timeline of chip music in general here: chipflip.wordpress.com/timeline. It is far from finished, of course. Suggestions are very welcome)

 
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2009-04-10 02:04
SIDwave

Registered: Apr 2002
Posts: 1905
Quote: @Rambones: That's a great start! What are the names of these Banana-releases with sampled music? And how do you mean that they play music, compared to Rhythm King? That the pitch of the samples are changed?

Regarding multispeed - Frantik is technically right that it's only a quantitative difference. Still, it is relevant to mention if you want to list important developments for music. But then, since its a relative term, the origin of it is not an objective fact. But so far, the suggestion is 1986 with Winterberg and Galway. But..

@tlr: do you have any examples of such early songs?


/MUSICIANS/B/Banana/IBM_Music_22.sid
2 chn sampled drums

/MUSICIANS/B/Banana/Jammaster_III_Demo.sid
3 chn samples, ok sorry, its 1988

rhythm king is just a drum prg, it dont play any sid voices


multispeed: michael winterberg was first, but he didnt use even spaced rasters, he just used cia timer.

crowther is first with even spaced raster, zig zag, 1987.

wizzball hiscore uses multispeed on 1 sound, the wood block sound..
2009-04-10 08:58
Zyron

Registered: Jan 2002
Posts: 1583
Yie Ar Kung-Fu II from 1986 uses multispeed on the title tune.
2009-04-11 00:25
SIDwave

Registered: Apr 2002
Posts: 1905
Quote: Yie Ar Kung-Fu II from 1986 uses multispeed on the title tune.

It does not!
2009-04-11 05:04
Jammer

Registered: Nov 2002
Posts: 284
Quote: It does not!

maybe it does but i cannot hear it ;)
2009-04-11 08:28
SIDwave

Registered: Apr 2002
Posts: 1905
Hello knock knock!! see 50hz in sidplay ? hello ?
2009-04-11 09:26
tlr

Registered: Sep 2003
Posts: 857
Quote: Hello knock knock!! see 50hz in sidplay ? hello ?

It could be a bad rip. Perhaps better to check the game?

1. Load up Yie Ar Kung-Fu II + and start until game running.
2. enter vice monitor and insert this code:
.C:047d   4C 00 8F   JMP $8F00

.C:8f00   EE 20 D0   INC $D020
.C:8f03   20 05 6F   JSR $6F05
.C:8f06   20 B5 A0   JSR $A0B5
.C:8f09   20 2E A4   JSR $A42E
.C:8f0c   20 35 AE   JSR $AE35
.C:8f0f   20 00 CE   JSR $CE00
.C:8f12   20 9F A2   JSR $A29F
.C:8f15   20 10 AD   JSR $AD10
.C:8f18   CE 20 D0   DEC $D020
.C:8f1b   60         RTS

3: Et voilà!

Zyron is right. The title tune is 4x. The others 2x.
2009-04-11 11:17
Zyron

Registered: Jan 2002
Posts: 1583
Thanks tlr. :)
2009-04-11 11:30
Linus

Registered: Jun 2004
Posts: 440
Hello, knock-kock! Hello?!12
2009-04-11 12:16
TNT

Registered: Oct 2004
Posts: 166
From the First arpeggio effect thread:

Quoting TNT
Starquake is 4x too IIRC, and it's from 1985 according to GB64.

Quoting rambones
Hmmm ok then, but Starquake is not called with 2 different play routines. it only sets 4x on the cia, but does not use spaced interval jsr play - so this is not 'real' multispeed if you ask me.


It all boils down to how you define multispeed.
2009-04-11 13:12
Groepaz

Registered: Dec 2001
Posts: 5852
Quote:

it only sets 4x on the cia, but does not use spaced interval jsr play - so this is not 'real' multispeed if you ask me.

calling something not multispeed because of a tiny detail in the player is simply bullshit if you ask me. there really is no difference between players that call the same subroutine several times, and those that have a dedicated "fx" routine - the later are simply faster and eat less rastertime, no more no less.
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