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Forums > C64 Composing > What makes a good SID editor?
2010-09-29 15:47
MC
Account closed

Registered: Jul 2009
Posts: 71
What makes a good SID editor?

So which feature(s) do you think are imporant?
What do you find annoying in an editor?

I'm trying to get an idea of what would make an editor stand out...

Ofcourse I have some ideas of my own but I'd first like to hear from other composers what they like.
 
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2010-10-21 15:11
booker

Registered: Jul 2003
Posts: 334
No worries Cadaver.

Perhaps someone will do SDI v3 GUI for PC =)))
2010-10-21 16:46
Stainless Steel

Registered: Mar 2003
Posts: 966
Just be an emulamer like me and use SDI in Vice.

It's as good as it gets and I think it's pretty good.
2010-10-21 17:35
GT
Account closed

Registered: Sep 2008
Posts: 308
@Jeff. I'll do that with just a couple of virtual beers. ;)

@Cadaver. That's a pitty. Isn't possible to just implement small bits of code in your current player source? Updating the filter to 11-bits doesn't take more than minutes to do. The editor itself don't need any modifications because of that. The editor GUI I know is PC-based, but the music driver? Goattracker is a kickass baby of yours, you know.

@Booker and Stainless. I've been thinking of getting a C64 keyboard to the PC, as I'm hopelessly hitting the wrong keys on a PC keyboard (F-keys is especially). So I'll stick to the real deal until then. Anyone having info about a USB C64 keyboard for PCs ?
2010-10-21 17:46
Stainless Steel

Registered: Mar 2003
Posts: 966
Quoting Geirrrr
I'm hopelessly hitting the wrong keys on a PC keyboard
Funny, the same happens to me when i use SDI on a real C64 :-D
2010-10-21 18:10
wacek

Registered: Nov 2007
Posts: 509
@Geir: there's a nice C64 keyboard layout downloadable, why don't you just buy a cheap PC keyboard, glue the pictograms on the keys, voila :)
2010-10-21 18:12
booker

Registered: Jul 2003
Posts: 334
Geir: google for "C64 usb keyboard". Some projects there, and some youtube video.

Stainless: all three SDI v2 tunes I did on Vice :))

I need some HardSID4U :)
2010-10-21 18:28
cadaver

Registered: Feb 2002
Posts: 1159
Geir: updating player code, in the case of filter as it's separate from everything else, is straightforward. However to support 11-bit filter fully there should be 11 bits wide data field for at least "set cutoff", possibly also for "modulation step", and then we start dealing with conversion of old songs, toggleable 8-bit mode for those who still want the old behaviour etc.

For that reason 11-bit filter for GT2 would be better off implemented as a thirdparty hack, that simply wouldn't have to care :)
2010-10-21 19:01
GT
Account closed

Registered: Sep 2008
Posts: 308
This is how I designed it, and would work in the current Goattracker player too, with its design as it is.

Filter table:

Fx xx xxx= cutoff 0-7ff, 4 byte command call, next two bytes is..
yy xx yy=resonance, xx= bandpass

Sweep one step up (ADC)
01 xx xx= speed

Sweep one step down (SBC)
81 xx xx= speed

FA xx xx= execute jump xx times, then proceed

FF xx xx= jump

You see, no need to expand the table because of the 11-bit setting. It is more than enough with the range of 00-ff for the speed.
2010-10-21 19:02
Grue

Registered: Dec 2001
Posts: 155
Quote: Quoting Geirrrr
I'm hopelessly hitting the wrong keys on a PC keyboard
Funny, the same happens to me when i use SDI on a real C64 :-D


Why dont you get yourself keyrah?

http://www.vesalia.de/e_keyrah.htm
2010-10-21 19:08
GT
Account closed

Registered: Sep 2008
Posts: 308
Quote: Why dont you get yourself keyrah?

http://www.vesalia.de/e_keyrah.htm


Interesting. Then you get the feel of the real thing. :)
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