76

(10 replies, posted in Sinclair)

quad tone is the Furnace one afaik

77

(135 replies, posted in Sinclair)

Looks like Multimatograf is going to have a beeper compo this year. Deadline is April 28th.

https://events.retroscene.org/mf2024#zx_beeper

78

(135 replies, posted in Sinclair)

Congrats AER smile A well-deserved win.

Thanks! I've given a few talks over the years, though I'm not sure if there are any recordings out there. Not that you'd want to see the ones from 15 years ago anyway yikes Would like to give more talks in the future, in any case.

80

(43 replies, posted in Atari)

If there is a new engine with not-too-difficult data format, I can add it to Bintracker. If game_music_emu supports GTIA then 1tracker would also be an option.

I don't think the SampleTracker engine will sound too great on GTIA. It's pretty bad on ZX beeper as well from what I remember. I think Shiru added that more with AY/Covox in mind.

Yay, Beep'em all VI! Great collection.

81

(43 replies, posted in Atari)

Well, in the end I was too lazy again to make something yikes Looks like I wasn't the only one, though.
To be honest I'm also somewhat demotivated by the lack of new engines (with the exception of TritoneFX, which is not so useful, sadly). I think if we want to put GTIA back on the map, we need some new, state-of-the-art GTIA engines. Preferably native Atari ones. Atari 8-bit is a more powerful machine than Spectrum, so in theory it should be possible to make a more powerful 1-bit engine for it, shouldn't it?

Wow, massive collection, pretty neat. I'd love to also see some demo songs from old PC Speaker editors like Music Construction Kit, Note Baron, VMusic, etc.

There might be some more on https://battleofthebits.com - however, finding them would require to dig through all the recent entries and see if anyone posted a .1tm source in the track description or in the comments. In the botb browser you can filter by type (zxb, last button in the list of formats) and sort by date ("when").

84

(43 replies, posted in Atari)

xxl wrote:

This year at SV I am exhibiting the Beep'em All 6 music collection.

Yesss!

xxl wrote:

I hope that there will also be original songs in 1bit compo

To be honest I completely lost track of what is available on GTIA nowadays. Could you post a list of currently available engines?

85

(16 replies, posted in Other Platforms)

I can't remember the details, sorry. It was only some specific places where it was happening, not all around. I'll look into it again after next week.

86

(16 replies, posted in Other Platforms)

Alright, got it working. Quick'n'dirty test doodle attached.
The SDL number keys seem a bit wonky, sometimes returning the "last entry" instead of the actual number of the key pressed. Other than that I couldn't spot any issues on my quick try-out.

87

(16 replies, posted in Other Platforms)

Can confirm that the build works. However I can't run it, it's complaining about a missing data/ebt.cfg.

88

(16 replies, posted in Other Platforms)

Very pleasant sound, indeed. Btw, when you have things ready for linux, I can help with testing the build, at least.

89

(16 replies, posted in Other Platforms)

Damn, it looks fantastic, very polished UI design in such a small space. Some demo songs would be great, unfortunately I don't have time to dive into this at the moment.

90

(135 replies, posted in Sinclair)

Found a new el-cheapo PRNG/noise generator. It's a bit slower than the usual add hl,de; rlc h variations, but needs only 1 register pair instead of 2. It also sounds a bit different.

  ld a,MAGIC_NUM
  add a,e
  rrca
  xor d
  ld e,a
  inc d

For MAGIC_NUM, most values do pretty much the same, except some that are straight metallic beeps and a few that sound more rumbly.
test.tap plays through all possible values.

The main downside is that we can't smc-hotswap this with regular tone channel code. What could work though is to hotswap it on an 8-bit divider and use a separate 8-bit pre-scale on this. Pre-scale would pitch the noise as well. Unfortunately the perceived pitch of the noise is quite a bit lower than using add hl,de; rlc h. Not sure if it's actually much of an improvement over just lazily reading from ROM:

  ld a,(de)
  inc de

Hi Krzysztof,

Not sure what Chris Walsh means, I don't see any errors in the first routine.

Good point about RAM contention from Simon N Goodwin though. I'll add a little note on that. IO contention is mentioned in Part 5, I don't think readers need to be overly concerned about it before that point.

Anyway, thanks for passing on the feedback.

92

(5 replies, posted in General Discussion)

I thought that hardware support was supposed to be added/extended in 0.6, but it seems indeed that hasn't happened yet. I trust they'll get around to it at some point, though.

Excellent, thanks a lot. I originally had the tutorial in an .org file, but gave up on it somewhere down the line. This'll be a good opportunity to get things in order on my side, hehe.

94

(5 replies, posted in General Discussion)

Never mind the low notes, seems there's variable duty as well. I suppose it's not interrupt-driven, then? Anyway, I have my doubts about this. I mean for PET emulator support can't really be trusted. If they can get it to work on hw then that's awesome, though.

Thanks, looks great! Do you happen to have *tex sources for this? I'm updating the tutorial every now and then, and I don't want to burden you with updating the pdf every time that happens.

96

(166 replies, posted in Sinclair)

Musical talent is overrated lol

97

(3 replies, posted in Sinclair)

Yep, I used that editor back in the day as well. Beware that it leaks memory like there's no tomorrow, so you probably want to run it in a virtual machine of sorts.

Here's a recent loader music thingy: https://spectrumcomputing.co.uk/forums/ … hp?t=10085

98

(166 replies, posted in Sinclair)

Can confirm. Prints

Warning: trying to read song data row -1145383 column 4

repeatedly with increasingly large negative offsets, effectively freezing the program.

D'oh! I was looking at a different part of the tutorial. Thanks for your patience, I've corrected the error now.

Thanks for spotting and reporting these! I've corrected No. 2 and 3.

I'm inclined to leave the part on Pulse Interleaving as is. You are of course correct in that moving the ld a,ixh/l up would save 8t here, but I'm concerned that it might make it harder to see the connection with the pseudo-code on the left. In the end a proper player should not be written like this anyway, because you'd still end up with an all-too-large, 10t timing difference between the skip-taken and skip-not-taken paths.