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Forums > C64 Composing > timeline of SID achievements
2009-04-08 11:51
goto80

Registered: Jan 2002
Posts: 138
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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2009-04-11 03:04
Jammer

Registered: Nov 2002
Posts: 1289
Quote: It does not!

maybe it does but i cannot hear it ;)
2009-04-11 06:28
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Hello knock knock!! see 50hz in sidplay ? hello ?
2009-04-11 07:26
tlr

Registered: Sep 2003
Posts: 1702
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 + [purple border] 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 09:17
Zyron

Registered: Jan 2002
Posts: 2381
Thanks tlr. :)
2009-04-11 09:30
Linus

Registered: Jun 2004
Posts: 638
Hello, knock-kock! Hello?!12
2009-04-11 10:16
TNT
Account closed

Registered: Oct 2004
Posts: 189
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 11:12
chatGPZ

Registered: Dec 2001
Posts: 11089
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.
2009-04-11 15:35
Steppe

Registered: Jan 2002
Posts: 1510
Word, Groepaz. And doesn't even Fred Gray's player do some simple form of multispeed by inserting a DEC sidregister (forgot which one) somewhere? By the loosest of definitions this would be multi, too, as it changes the same registers more than once a frame.

[Edit: According to Rambones definition 99% of all multispeed tunes in HVSC weren't multispeed at all, as we converted the vast majority to CIA timed ones for backward compatibility reasons (old players don't emulate the VIC). ;-)]
2009-04-12 01:58
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Alrite so jump on the wagon with groepaz and make me a target as usual, instead of going for the ball. good!
2009-04-12 02:03
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Then so btw, all Galways tunes are multispeed, as his player has 4-7 JSRs to get it going and no one can say for sure if it updates any sid reg 2+ times because they havent checked.. wrong!

I would define it as: jsr to the same routine, x times + jsr to a special routine, that changes the sound, while in-frame.

Does Yie Ar Kung Fu II sound like 2x ? 3x 4x ? no it dont and never did, so why call it this ? i dont get it..
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