Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
 Welcome to our latest new user eightbitswide ! (Registered 2024-12-24) You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Playing SIDs on the 64
2005-08-29 07:22
Sasq

Registered: Apr 2004
Posts: 156
Playing SIDs on the 64

So, anyone has some insights on how to make sid player as compatible as possible?

This is what I'm currently doing, and it works reasonably well:

- Put the player on $100-$180 (seems to be a bit more safe than $400). Of course it's best to use the reloc info in the SID if it exists, but often it doesn't.

- Clear all SID-regs before each subtune, except #$F -> $D418.

- Check the high nibble of the init adress, and set banking accordingly.


Things that doesnt work:

Some obviously broken SIDs, like Mikey who has its Init under ROM but still puts #$37 in $01. Playsid64 handles this though, not sure how you do that without actually checking the code for such things.

RSID. What I first thought was a good thing turns out to be stupid, since many of them put the player in the INIT and there is no way of changing song without resetting (or maybe use NMI to break it ?)
Also the ones that do install an interrupt and return like they're supposed to often break when you try to switch songs.


Thoughts, comments, anything to add?




 
... 14 posts hidden. Click here to view all posts....
 
2005-08-31 11:05
Steppe

Registered: Jan 2002
Posts: 1510
@Sasq: Indeed we had our mighty tools run over the whole HVSC back then, created a memory usage map of every tune and compared these maps with the loadrange. Based upon this the reloc fields were set.

@Graham: Do you think it's really worth tweaking 1500+ tunes to take advantage of a piece of hardware that probably isn't that wide spread?
2005-08-31 14:08
Graham
Account closed

Registered: Dec 2002
Posts: 990
@Steppe: Samples + SID voices sound horrible, so yeps, i think it is worth it. PlaySID registers was an attempt to do this, but they sucked because they didn't reflect anything which existed in the real world.
2005-08-31 15:31
Steppe

Registered: Jan 2002
Posts: 1510
Hm, the more I think about it the more interesting it gets. It would probably just require inserting some ST(A|X|Y) to the usual sampler memory area in PSID specific rips. The original PSID specific writes don't hurt a real C64, but the question is, would the additional sampler specific writes hurt Sidplay1/2 or would they just be ignored?
Unfortunately I'm missing technical insight, as I've become a ripper only after the PSID era. Inge?
2005-08-31 15:39
macx

Registered: Mar 2002
Posts: 255
this fab-sidplayer, when produced, should be implemented to a mmc64-update, making life even easier for the ones of us running HVSC from the mmc64 :-)
2005-08-31 16:17
Steppe

Registered: Jan 2002
Posts: 1510
@Macx: The beauty of it would be that it doesn't need support from the player side. Everything would already be there in the .sid file. So if you're one of the 10 happy guys on this planet who owns a sampler, choose the _PSID file and you get crystal clear sample sound. Well, at least in my dreams. ;-)
2005-08-31 17:15
Frantic

Registered: Mar 2003
Posts: 1648
I'm not 100% sure of course, but I don't think MacX referred to a PSID-player requiring special hardware, but to a good sidplayer for the C64 in general (and included in the MMC64-software more specifically).
2005-08-31 18:07
Inge

Registered: Nov 2003
Posts: 144
I don't have a clue about that sfx sound sampler thing, so if someone can enlighten me....

Inge
2005-08-31 18:37
macx

Registered: Mar 2002
Posts: 255
autoboy is, as so very often, correct. what would be even more nice would be if it would be run:able in basic or not interfere with silent programmes (like drazpaint).
2005-09-01 07:04
Sasq

Registered: Apr 2004
Posts: 156
Quote: autoboy is, as so very often, correct. what would be even more nice would be if it would be run:able in basic or not interfere with silent programmes (like drazpaint).

Dream on :)
Maybe you could support programs running out of RR ROM though. That adapts its memory usage to the SID being played :)
2005-09-01 09:36
Graham
Account closed

Registered: Dec 2002
Posts: 990
@Inge: The Sound Sampler is part of the SFX series of Commodore. It plugs to the expansion port of the C64 and offers an 8 bit ADC and an 8 bit DAC both dedicated for audio.

Here's a picture of it:

http://www.floodgap.com/retrobits/ckb/secret/cbm-sndsmp.jpg

It shares the same case as the Magic Voice and the Sound Expander:

http://www.floodgap.com/retrobits/ckb/secret/cbm-mv.jpg
http://www.floodgap.com/retrobits/ckb/secret/cbm-sndexp.jpg
Previous - 1 | 2 | 3 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
krissz
E$G/HF ⭐ 7
Guests online: 93
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 The Demo Coder  (9.6)
6 Edge of Disgrace  (9.6)
7 What Is The Matrix 2  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 Cubic Dream  (9.6)
3 Party Elk 2  (9.6)
4 Copper Booze  (9.6)
5 X-Mas Demo 2024  (9.5)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Censor Design  (9.3)
5 Triad  (9.3)
Top NTSC-Fixers
1 Pudwerx  (10)
2 Booze  (9.7)
3 Stormbringer  (9.7)
4 Fungus  (9.6)
5 Grim Reaper  (9.3)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.036 sec.