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By Peter Swimm, on December 29th, 2010 Coda write:
it uses $4011 to do cpu
cycle-timed software mixing at around 12khz (different rate, and
different driver for each number of PCM channels from 1 to 4) and
supports some basic instrument macros like mml/famitracker. the cpu
cycle timing actually causes the pitch to vary slightly relative to
the PSG channels across different players, but not
catastrophically. of course whatever the driver does also causes
seeking to break in many players. Downloadand info.
By Peter Swimm, on December 23rd, 2010
Perhaps the most radical feature of Pulsar is that the synthesis engine runs independently from the sequencer and runs at 180hz – that’s 3 times faster than a “normal” NES audio engine. The advantage of this is that all modulation-based effects have 3 times the resolution so you can get ultra-fast and super-smooth sounds. At the same time it has allowed me to exploit a few quirks of the NES’s audio to provide some unique ways to craft your NES music and sounds.
It was this approach which, to a large extent, dictated the design of the sequencing/UI of Pulsar and why it shares so much in common with LSDJ: LSDJ really makes great use of a simple, fast interface and because I’m updating the audio engine 3 times per frame, speed and simplicity were paramount.
Pulsar borrows heavily from the design, layout and commands of LSDJ. If you’ve used LSDJ you’ll probably be pretty familiar with Pulsar’s UI. There are a few little differences though so watch out for those.
I openly tip my hat to Johan Kotlinksi for his work on LSDJ. It’s safe to say that Pulsar probably wouldn’t exist without it. Or at the very least it would’ve taken me a lot longer to create.
What a Christmas treat!
Download
By Peter Swimm, on December 6th, 2010
00:00
The start is abrupt because there’s no play/stop controls etc. just yet. I’ve still only got 2 tracks working so far and we begin with a sort of bass line on the first (top) track. It’s only using square A as you can see by the little red light in the drum patch next to the ‘A’.
The first two notes have a pitch sweep applied by setting trigger values in the pattern to affect the LFO width (with a LFO speed of 00, the LFO effectively is a pitch sweep).
Read More PR8: First Video with Audio.
And check out the 2nd video as well.
By Peter Swimm, on November 30th, 2010
A collection of four EPs, each written in one hour. 17 tracks in total, made using SEGA Master System, Nintendo Entertainment System, SEGA Mega Drive and Apple iPod. Thanks to Lauren Tomczak for the amazing artwork
via little-scale: little-scale: My Head Is A Punching Bag (2010).
By B00daW, on November 19th, 2010 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.
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