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Released At :
Zoo 2017
Achievements :
C64 Music Competition at Zoo 2017 : #11
Credits :
Code | .... | Deetsay of Da Jormas, Dual Crew Shining, Nah-Kolor, Orange, Panic, Zymosis |
Sampling | .... | Deetsay of Da Jormas, Dual Crew Shining, Nah-Kolor, Orange, Panic, Zymosis |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by deetsay on 9 October 2017
I tried to use DMC5 for notes, but felt that it used too many cycles, so I coded the player myself. A typical "frame" uses 72 cycles to advance pointers etc. That's the same amount of cycles as playing+mixing a sample. There are some slides and stuff being done on badlines, where sample playing + mixing is skipped.
There are not many positive things to say about making music in assembler, but at least this way I don't have to use separate editors for samples and SID notes...
A "note-changing" line gets 7 samples worth of time, I think all noteplays now fit in that amount of cycles. Unfortunately some of the "pattern changes" do not, and a full frame is skipped. It's annoying when you notice it, but surprisingly, sometimes you can just listen through the whole thing without even noticing.
Most badlines are still available with a few cycles free. Those can be seen on the screen, changing the border color.. | Production Info Submitted by deetsay on 8 October 2017
I just wanted to use filtered samples, like all the cool guys. I started playing around with the breakbeat sample. I got it playing nice, but it wasn't good enough in 8khz, and in better quality it ate up all the memory.
To get it stable, I wasn't using any interrupts, just a big pile of NOPs between samples... So since there were all these free cycles, I thought to maybe synthesize some square bass sounds into the loop or something, tried using timers for that, and tried to think about how to use the SID... Heureka! Channel 3 waveform output. |
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