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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 07:26
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.
2009-04-11 09:17
Zyron

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

Registered: Jun 2004
Posts: 639
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: 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.
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..
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.
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