| |
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)
|
|
... 75 posts hidden. Click here to view all posts.... |
| |
SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
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..
|
| |
Zyron
Registered: Jan 2002 Posts: 2381 |
Yie Ar Kung-Fu II from 1986 uses multispeed on the title tune. |
| |
SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Quote: Yie Ar Kung-Fu II from 1986 uses multispeed on the title tune.
It does not! |
| |
Jammer
Registered: Nov 2002 Posts: 1336 |
Quote: It does not!
maybe it does but i cannot hear it ;) |
| |
SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Hello knock knock!! see 50hz in sidplay ? hello ? |
| |
tlr
Registered: Sep 2003 Posts: 1790 |
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.
|
| |
Zyron
Registered: Jan 2002 Posts: 2381 |
Thanks tlr. :) |
| |
Linus
Registered: Jun 2004 Posts: 639 |
Hello, knock-kock! Hello?!12 |
| |
TNT Account closed
Registered: Oct 2004 Posts: 189 |
From the First arpeggio effect thread:
Quoting TNTStarquake is 4x too IIRC, and it's from 1985 according to GB64.
Quoting rambonesHmmm 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. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
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. |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 - Next |