Chipmusic • Demoscene • NES • software

PornoTracker for (2a03/NES-Famicom) appeared

thefox of aspekt demo fame, according to his words, has “finally gotten around to releasing PornoTracker;” as it was used in the creation of the High Hopes demo.  Is this a BitTorrent server for adult media?  Some of us may wish it to be so.  In fact, PornoTracker is a chip music tracker for the 2a03/NES-Famicom designed with the purpose to function as a standard tracker with upgrading its sampling capabilities from standard 1-bit DPCM to a single channel of 7-bit PCM.  In laymans terms, samples sound prettier at the cost of CPU cycles.  Currently PornoTracker outputs to NES format; which can be played on an emulator or RetroUSB PowerPak.  I’ve been told as well that as soon as thefox finds out how to allow PCM support for the standard NSF format, that NSF export will be supported as well.  (#mod_shrine’s  mukunda and tumult have already demonstrated this is possible with SuperNSF except that in this case it’s a utility that converts IT to NSF with 4 additional PCM channels and VRC6 support as well.  See madbrain’s entry “Heim This!” in FamiCompo mini vol. 7.)  I guess we’ll just have to wait for thefox to “get’r done.”  ;)

Mad props to thefox, aspekt, #nesdev, and #mod_shrine for keeping shit alive and not only pushing audio value envelopes, but the envelope of hardware limits.

atari 2600 • Chipmusic

“In Game Sound Engine” for Atari 2600

Richi_S has created a basic sound engine for the Atari 2600; posted at AtariAge forums.  Comparing IGSE to Paul Slocum’s Music Kit 2, they are pretty far and in between one another.

IGSE features volume or pitch enveloped “Special Instruments.”  Music Kit 2 does not support full control of volume; but you can control slight increments of the instrument’s attenuation.  INGE is based on manipulating the frequency and volume of a single instrument on both channels.  Whereas Music Kit 2 is based on modulating all of the available instruments in sequence, and the frequencies of those instruments while only slightly shifting the attenuation of the instrument up or down for emphasis.

INGE as its acronym clearly states, is best used for an in game sound engine due to its limitation of not being able to switch up instruments “easily” and quickly; such as supported by Music Kit 2.

Hopefully more features and capabilities will be added to INGE; since Richi_S appears to be a motivated, positive and focused anachroprogrammer. :)