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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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2009-04-12 02:05
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: 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.


<wrong post>
2009-04-12 09:34
Inge

Registered: Nov 2003
Posts: 144
Oh, dear... Seems like these discussions never end.

Some people argument that a multispeed tune should be called at different raster lines (according to speed) to qualify for multispeed, what happens outside the IRQ is uninteresting. While this is rather strict, it's easier to judge most tunes by this definition.

There are, of course, many tunes which are independent of the raster for timing and speed. They use either CIA for timing, or, common for older game music, some obscure ldx/ldy loops.

When it comes to Galway, he usually have 6-7 JSR's for the driver. Three for updating player data for each voice, and three for updating the effects for each voice. The 7th JSR is usually some global effect (ex. filter sweep).

Quoting Rambones
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..


The code at $047d calls all the player updates (7 JSR's), and for the title music, the IRQ calls $047d at rasters 29,61,a9,e4. In my head, that should be 4 times/frame and that's a 4x tune.

There are far from all multispeed tunes that actually sound like they're updated more than once each frame, but we also have tunes (ex. GRG's Club 69) that sound's like multispeed, but aren't.
2009-04-12 16:03
chancer

Registered: Apr 2003
Posts: 342
I'll add another one.. sonix systems who did the music for turbo charge / system 3.. (great team whoever they are ;-) ) 5 channels ingame (?)

maybe others did that before and maybe not..

although when I heard for 4 sound channels on agent x on the spectrum, by Tim Follin.. I was WTF.. grainy sound, but I was impressed.

Galway did a fair bit with the 1 channel speccy chip..e.g. check ping pong etc. (pre AY chip.. save the hate mail, I know it's not a 64 ;-) hehe)

I'd mention things like JT's turbo outrun music etc. Wonder which game used the most samples.. well perceived anyway.

maybe things like Hubbards, mix-e-load are worth a mention.. that was in delta right?
2009-04-12 16:37
goto80

Registered: Jan 2002
Posts: 138
So, the simple answer to the hardrestart question then, is 1986 with Winterberg & Galway, but that excludes some previous works such as Starquake that might not be 1x. ?

New Question: Does anyone know what happened around the time Soundmonitor was released? Was this really the first tracker? (in general, not only C64)

@rambones: /MUSICIANS/B/Banana/Jammaster_III_Demo.sid - this is not 3 channels of samples, or, uh?

@chancer:
yeah, interactive or generated music is definitely interesting for this. there are some stuff where pattern/channels are re-arranged (delta, lazy jones, endless trip, to be on top, and many more i guess). but personally, i think it's more interesting with more detailed interaction or algorithms. you know, stuff where you can really hear/see that every execution is different. block acid dub, maybe? but...
- btw, do you know of any speccy-audio-nerds to ask about these things?


2009-04-12 20:26
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Yes, soundmonitor is the first tracker.

Hmm i have sprung a leak..
Jammaster III demo is just 1 chn it seems.. what is special about this player is that it plays samples forward/backwards in 16 different speeds..

2009-04-12 21:52
tlr

Registered: Sep 2003
Posts: 1703
@goto80: This Hungarian thingy for the ZX81 is a duration based editor/sequencer (for external synths) ca 1983:
http://www.sinclair.hu/speccyalista/konyvtar/kezikonyvek/MUZIX8..
2009-04-13 02:32
chancer

Registered: Apr 2003
Posts: 342
well goto..

maybe you'll like

http://www.worldofspectrum.org/projectay/

(I know I should hang my head in shame posting a speccy link ;-) ) it's like their version of HVSC.. hopefully tim hasn't been on it..aggh!

errm I had a speccy when it was pre AY chip.. so it was the pizzo bleeper aka 1 sound channel..

I'm pretty sure Galway was one of the first to do amazing things and of course Follin and plenty more.. check his ping pong tune and be amazed.. Things like gyroscope used fast switching to appear as multi-channel.. they even had a thing out called "wham the music box" which you can get at WOS also. I'm pretty sure that gyroscope was one of the first to use that effect.

but if you contact WOS etc.. there are a few there that will be of help, who are FAR better clued up.

I was just trying to think of a list of things that used samples.. hmm last v8, suicide express, exploding fist and of course ghost busters.. I'm pretty sure that last one had speech on all formats (although I maybe wrong)
2009-04-13 10:14
Turtle
Account closed

Registered: Jan 2002
Posts: 70
Quote: Yes, soundmonitor is the first tracker.

Hmm i have sprung a leak..
Jammaster III demo is just 1 chn it seems.. what is special about this player is that it plays samples forward/backwards in 16 different speeds..



From the deep dumps of my mem I recall some read that the lead part of Ballblazer's titlemusic is done using some sort of meldodic algorithm to sound different each time.
2009-04-14 03:27
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Hard restart: it seems we cannot say with 100% certainty who did it first.. Laxity informed me that JCH got help to do it from him, and that he himself peeked, maybe at Bjerregaards player..

So, who did it, remains a mystery.
2009-04-14 12:39
GT
Account closed

Registered: Sep 2008
Posts: 308
Define "Hard Restart"? Funny word by the way. I just wonder, because I just looked at it as clearing the Release in the gate off call, to get a more stable attack. You can even add other methods than just clearing the release to get stable ADSR inits. That's a secret. hehe. ;-)
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