Colecovision > MSX

Page 15/25
8 | 9 | 10 | 11 | 12 | 13 | 14 | | 16 | 17 | 18 | 19 | 20

By ARTRAG

Enlighted (6504)

ARTRAG's picture

18-05-2014, 16:31

they sound different: you cannot do a square wave on fm

By JohnHassink

Ambassador (5570)

JohnHassink's picture

18-05-2014, 16:45

You can imitate it, though. Smile

By Grauw

Ascended (9811)

Grauw's picture

18-05-2014, 17:36

How would you do it?

I could imagine using additive synthesis to approximate, but with only two operators that’s not really getting very close… Maybe if you combine more operators by playing the note on multiple channels?

By syn

Paragon (2042)

syn's picture

19-05-2014, 01:11

Maybe through ultrafast volume changes

*edit: fixed a typo

By gdx

Enlighted (4370)

gdx's picture

19-05-2014, 00:36

The best solution will be the fastest.

By hbarcellos

Hero (625)

hbarcellos's picture

19-05-2014, 01:09

The fastest ones are the ones in the cart, with noise emulated as tones.
About ultrafast volume changes, the emulator tries to dynamically translate bytes sent originally to SN, into the format of the AY, trying to get the similar sound output.
The way it's built, it's not relying on an interrupt hook. Not sure about conventions, but possible more of a translator than an emulator.

So, ultrafast volume changes are not possible as it is.

In some weeks, I'll play with a good & old pencil and paper drawing some state charts, trying to map some important states from two chips.

By ericb59

Paragon (1046)

ericb59's picture

19-05-2014, 08:36

Just an idea... But In the case of a game like GYRUSS, why not using FMPAC / MSX MUSIC for playing music (and perhaps doing a much better music with YM2413 capabilities) and keep the 3 voices of the PSG only for sound effects ?

By hbarcellos

Hero (625)

hbarcellos's picture

19-05-2014, 10:44

that means changing the game sound engine specific logic entirely, and, in general, that would not fit any other Coleco game.
We did it before

By hbarcellos

Hero (625)

hbarcellos's picture

19-05-2014, 10:45

...but you also need to ask John and Toni...

sorry, on a phone and emoji ended the message

By hit9918

Prophet (2901)

hit9918's picture

19-05-2014, 11:02

@hbarcellos,
normaly music goes all at vertical blank interrupt rate.
is there any indication that coleco games do different.

only thing I can think of is the MSX pac man saying oh shit and game over.
i.e. outside-game effects.
in-game there never is fast changes except the extreme timed demo of dvik.

Page 15/25
8 | 9 | 10 | 11 | 12 | 13 | 14 | | 16 | 17 | 18 | 19 | 20