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Real Atari 8-Bit Impressions


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#76 emkay OFFLINE  

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Posted Tue Jan 31, 2012 4:32 PM

Subtle synth fx ....







#77 emkay OFFLINE  

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Posted Fri Feb 3, 2012 11:54 AM

Endtime flavour ;)




Some gr.11 and

some dedicated 4 different modulation settings on the main voice....

#78 TMR OFFLINE  

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Posted Sat Feb 4, 2012 11:01 AM

View PostRybags, on Wed Nov 16, 2011 1:40 AM, said:

Poor conversion, I see no reason else why they couldn't have gotten the notes right.

There's a note about this tune in the STIL:

Quote

Almost all copies of the game had a bug in the tape loader routine which would mean the music corrupts itself around the 1:20 mark.

It still appears to go out of whack on the "fixed" version in the HVSC (the bass gets out of sync with the rest of the tune) but presumably sounded right to composer Barry Leitch when it was originally done.

View PostRybags, on Wed Nov 16, 2011 1:40 AM, said:

Just tried the disk version (although cracked), it doesn't even bopther to provide the music.


Cracks more often than not won't retain loading screens or music especially with single file games like Silkworm - adding in the loader and picture bumps up the file size, something the cracking charts of the 1980s and 1990s took into consideration when judging versions. Sometimes they're included on the disk as a standalone file but it depends on the crew and how much of a hurry they were in if this was to be a first release.

#79 emkay OFFLINE  

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Posted Wed Feb 8, 2012 2:55 AM

Hard Rock was yesterday. Today we listen to Hard Classics ;)

So turn the lights off ...



Btw: Eddi is a straight import with Quantizator. Would be nice to have this directly integrated into G2F.
Btw2: the tune would be even better with active arranged modulations. Passive control of modulations simply has it's flaws.

#80 sack-c0s OFFLINE  

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Posted Wed Feb 8, 2012 5:47 AM

View Postemkay, on Fri Jan 27, 2012 12:57 PM, said:

Very virtual :)



I think that needs this music - I'd swear this was *written* for pokey



#81 Rybags ONLINE  

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Posted Wed Feb 8, 2012 5:56 AM

Would go well in stereo.

I reckon they've used some exact Pokey LFSR patterns to get many of those instruments.

#82 analmux OFFLINE  

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Posted Wed Feb 8, 2012 9:42 AM

View Postemkay, on Wed Feb 8, 2012 2:55 AM, said:

Hard Rock was yesterday. Today we listen to Hard Classics ;)

So turn the lights off ...



Btw: Eddi is a straight import with Quantizator. Would be nice to have this directly integrated into G2F.
Btw2: the tune would be even better with active arranged modulations. Passive control of modulations simply has it's flaws.

Hi, emkay. I can't remember you made a pokey tune sounding like this. Am I right? Or if I'm wrong, which .xex-tune is it then?

#83 emkay OFFLINE  

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Posted Wed Feb 8, 2012 10:52 AM

View Postsack-c0s, on Wed Feb 8, 2012 5:47 AM, said:


I think that needs this music - I'd swear this was *written* for pokey



Sounds like they ripped some parts off Mux's Instrumentarium ;)

Edited by emkay, Wed Feb 8, 2012 11:13 AM.


#84 emkay OFFLINE  

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Posted Wed Feb 8, 2012 11:10 AM

View Postanalmux, on Wed Feb 8, 2012 9:42 AM, said:



Hi, emkay. I can't remember you made a pokey tune sounding like this. Am I right? Or if I'm wrong, which .xex-tune is it then?

It was a tune.... for some still not finished intro ... I made/converted in 2010.

#85 emkay OFFLINE  

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Posted Wed Feb 8, 2012 11:38 AM

This one combines lower notes played by modulations, higher notes played with filter (high pass)+ modulations



#86 emkay OFFLINE  

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Posted Tue Feb 14, 2012 11:17 AM

One of the "1st" conversions.... showing some pulse width manipulations in 15kHz.



#87 emkay OFFLINE  

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Posted Tue Feb 14, 2012 2:43 PM

A 4 channel special:



and some melodic filter


Edited by emkay, Tue Feb 14, 2012 2:44 PM.


#88 emkay OFFLINE  

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Posted Sat Feb 18, 2012 8:31 AM

Those may fit aswell...




#89 emkay OFFLINE  

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Posted Sat Feb 18, 2012 8:37 AM

You know those 4 tunes?



#90 emkay OFFLINE  

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Posted Sat Feb 18, 2012 8:48 AM

Best musical results will be there, if modulation and filter get mixed together. You can do sound fx over several octaves, keeping the frequency stable.



#91 R4ngerM4n OFFLINE  

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Posted Sat Feb 18, 2012 8:50 AM

Hm, the pic is stolen converted from Shadow of the Beast III. The music is ripped from Draconus.

#92 emkay OFFLINE  

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Posted Sat Feb 18, 2012 9:18 AM

View PostR4ngerM4n, on Sat Feb 18, 2012 8:50 AM, said:

Hm, the pic is stolen converted from Shadow of the Beast III. The music is ripped from Draconus.

If there is anything "stolen", it is already stealing, when browsing a website, because, pictures and sound get copied to the local machine....
Create a tool that converts graphics and music online, and look to that pictures and listen to that sound in an "Atari-Browser" ;) ... is virtually the same.
As the sources were free available, any further discussion is needless...

#93 Rybags ONLINE  

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Posted Sat Feb 18, 2012 10:09 AM

That first of 4 is pretty cool - is there a fuller version?

#94 analmux OFFLINE  

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Posted Sun Feb 19, 2012 4:48 AM

@ R4ngerM4n: Do you have any atari-related goals of visiting this forum? Or do you actually post some useful comments sometimes? I didn't find any. Or are you the 2nd account of another user? You seem to be some 'fantasy'-user anyway. Sorry.

#95 emkay OFFLINE  

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Posted Sun Feb 19, 2012 5:48 PM

This one shows a combination of modulations and pulse width manipulations. The sounds could be less noisy, but the demonstration purpose should be clear..



#96 emkay OFFLINE  

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Posted Sun Feb 19, 2012 5:49 PM

View PostRybags, on Sat Feb 18, 2012 10:09 AM, said:

That first of 4 is pretty cool - is there a fuller version?

That's what the MOD file offered.

#97 emkay OFFLINE  

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Posted Thu Feb 23, 2012 2:06 AM

Something very experimental



#98 emkay OFFLINE  

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Posted Thu Feb 23, 2012 2:07 AM

And the "Logical 3 tune" with the different sound setting.



#99 emkay OFFLINE  

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Posted Thu Feb 23, 2012 2:36 AM

Sometimes it looks like people don't get what this is about.
All the complex sounding is usable for almost "all" games, because it's using default POKEY hardware with simple VBI programming (sometimes 2xVBI). It's just the timing between 2 channels that has to be set right, which is easily possible because the dependency of ANTIC, POKEY and the CPU has never changed.
It's only the "correction" missing, that might be necessary ....here and there ... for additional sound manipulations, which costs some additional CPU cyles.

Edited by emkay, Thu Feb 23, 2012 2:39 AM.


#100 analmux OFFLINE  

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Posted Thu Feb 23, 2012 5:48 AM

...but many times it looks like people don't WANT to understand, and that's still a pity. You know, this correct pokey-usage is not worked out by someone from the polish Atari-scene. It seems like that's also the reason why the polish coders don't work on it...




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