Just as I thought just a dozen engines left to be added to 1tracker, and we're done, three more gets added. Great sound!

102

(3 replies, posted in Sinclair)

Pretty cool, dynamic tune. Guess it is time to put some work into a Phaser4.

103

(3 replies, posted in Sinclair)

That's Tritone Digi as the file_id.diz says.

This is kind of an answer of the Soviet electronics to the graph calculators such as Ti-8x. To my knowledge, it is a totally unique design, not a copy or derivative of something (like most of other Soviet electronics), yet it is based on the cloned CPU architecture, yeah - the 16-bit LSI-11, which is at heart of the BK line of home computers. It even had a dock station MK-92 with a 4-color plotter and tape interface. First prototyped in 1986, released in 1988, produced till 1992. At the time of release it used to cost nearly as much as a small Soviet car. Not a vapor hardware either, I personally seen it in a shop being a kid.

It was the last mass produced device of such kind in the USSR. There was a similar but 8086-powered MK-98 follow up in the works, a few production quality fully functional prototypes were found, but it was never available to the mass market.

Of all places and possibilities, the (probably) first PCSPE use in a published production that has been done by someone but me, is the Bad Apple port to the USSR designed pocket computer MK-90. https://www.youtube.com/watch?v=1qESkvDjKXA

Just released a new demo for the Commodore PET. Complete with the CB2 1-bit music! This time the music has been created with Reaper and my PETCB2 VST.

https://www.youtube.com/watch?v=3FFPCuDqi_g

107

(2 replies, posted in Other Platforms)

It seems the humble PET finally gets some love lately!

An insane video hack, would never ever think of something like that.

108

(166 replies, posted in Sinclair)

Oh, you probably creating the source block at the very first row. It is a common issue in the code, will fix it ASAP.

Edit: fixed, uploaded.

109

(166 replies, posted in Sinclair)

Alright, here is v0.44:

- A fix for the RowOpt feature to properly handle existing speed changes.
- Reference blocks, block parenting
- Copying/inserting a block by its name

I decided to keep the idea of reference blocks out of the main focus of the project, and implement it in a minimalistic way, just to have it for specific cases, and not make it an integral part of the pattern-less concept. Let's see how useful it actually is.

110

(166 replies, posted in Sinclair)

I was thinking more on the idea with references, and come to the same conclusion, it is better to have it as a manual 'sync' command rather than an automatic update. Besides of the possible unwanted changes, it brings too much trouble handing the insert/delete position (as all data shifts inside all blocks). I'm going to think some more before trying to implement it. At least a simple block copy function is possible and should not hurt anything, like, press something, input an existing block name, and it'll get copied into current position.

I implemented RowOpt to cram down all songs into my 1-bit collection, it worked just fine at the moment, but yes, it may have issues. One thing is that it won't optimize above the slowest speed, which is vary for different engines. I confirm the issue with the example, will look into it.

111

(166 replies, posted in Sinclair)

Thanks! One of reasons why I'm doing updates is to improve my creative throughput, make the process more efficient. I'm also discovering some issues and new ideas as I'm working on more songs. So it is connected, more music releases - more updates to 1tracker, and vice versa.

112

(166 replies, posted in Sinclair)

A minor update to v0.43:

- Main/side display in the header with M/S
- Rows with contents on the other track marked on the left with > < (depending on current track)
- Inactive track gets displayed in the dual mode (F6)
- Marker name copying for the whole-width copy/paste operations
- Module filename and path displayed in the window header

I also got an idea for another big improvement to the pattern-less system, a link for the already defined named blocks, but I'm still not exactly sure how to implement it interface-wise. It certainly would be a front-end side feature, so no changes needed for the engine scripts. Basically, we already have blocks of variable length and with an optional name. That name can be used as a reference for a 'link' that would synchronize contents of the same-sized same-named blocks. So you would be able to edit one block, and it automatically updates all linked blocks.

Edit: actually when I was explaining my idea here, I got a better understanding how to do it. Hopefully it won't turn the tracker into another hard-to-fix glitch fest.

Probably the first MuzCell song in two decades, by FADE: https://www.youtube.com/watch?v=9nXsgoMdg8U

Basically just that, a version of the PCSPE retargeted for the PET. Why limit it to just PeskyTone/PeskySound and 1tracker support, if we can go further. Now only the RAM is the limit.

A simple 6502 player for the VIA log files is included as well.

Download v1.0

115

(8 replies, posted in Sinclair)

The worst part is that it uses the whole/half/quarter note duration system, so adapting it for a tracker isn't too easy. Maybe it is better to separate the sound synthesis core from the rest of the engine, and do our usual pattern driven stuff around it. Will lose some authenticity, though, but I think the sound won't be much different.

116

(43 replies, posted in Atari)

This was a matter of discussion for several years on ZX scene, and the conclusion was that the difference between these volume levels is very subtle (a fraction of a volt) to be noticed by the ear; and this behavior is not replicated on most Amstrad models and clones. To my knowledge, no one ever actually tried it, though.

117

(166 replies, posted in Sinclair)

Ctrl+F6 selects the currently displayed/edited track, and when the dual mode is off, only currently displayed track plays.

Yeah, it need some thoughts to be put in to make it even more useful. Will try to develop it eventually.

Damnit, the AngelScript is a troublemaker sometimes. I don't have these particular issues on my end in the Windows build, but it sometimes drops in error messages about Z80Ass anyways. Feels like some vars/arrays don't get cleared between script calls.

118

(43 replies, posted in Atari)

Yes, this exact idea. Although I never seen this one, the one I saw was using Video RCA connector plugged into Audio input. Anyways, very cool stuff.

119

(8 replies, posted in Sinclair)

Very interesting, thanks for pointing out!

120

(43 replies, posted in Atari)

Oh, actually you're reminded me one interesting topic. I recall someone already attempted it, but generally it is totally underexplored, I believe. The idea is to generate audio using the video output. Like, we often put colored strips to the screen when a beeper engine is working (because Spectrum shares border color selection with the sound output bit). These strips actually produce voltage changes in the video signal at audible frequencies. It is possible to display patterns on the screen that will produce certain tones, and by changing the patterns it is possible to play music.

121

(43 replies, posted in Atari)

Thanks! Well, at least it'll makes people on the SV aware of the GTIA capabilities, so maybe eventually they'll get more interested and it'll turn into a more popular compo. One issue, I believe, is lack of easy to use tools, the 1tracker support is quite clumsy at the moment - you need to manually re-edit data a bit, and assemble the engine with an external assembler. To be improved, of course.

122

(43 replies, posted in Atari)

Hehe, guys, this does not work like this. I'm not sitting on a pile of finished GTIA songs ready to be sent anytime, it had to be made from scratch just before the deadline. So not this time... Nevermind, I'm actually just made one, sent it already. Don't know if it'll make to the compo, but let's hope. It sounds a bit glitchy compared to the ZX version, but as usual, there is no time to figure out what is wrong (kind of a sound port contention?). Party version it is!

123

(166 replies, posted in Sinclair)

Now the reason I needed to post the previous maintenance release is to make way for the new cool experimental feature. Didn't expect that I'll be able to implement it in just a day.

Behold and see the v0.42 with the Side track concept!

The editor now runs two copies of an engine with two separate tracks that are sharing the same song structure and settings. The original, now called Main, track gets edited and exported the usual way. The Side track only gets played in the editor, it is saved in the module file, but does not affect the export in any way.

The Main and Side tracks can be played separately or mixed together. The purpose of this is to add an extra room to sketch out the music parts and carefully plan their integration into songs of a very limited polyphony, such as 1-2 channel engines.

Functions are there to manage the Side track content, like exchanging and copying selections between two tracks. You can just exchange the contents (Ctrl+T), or copy notes from the Side track over the notes in the Main track (Ctrl+B), or use notes from the Side track to fill the gaps in the Main track (Shift+B).

Additionally, you can unwind notes within a selection (Ctrl+W), i.e. duplicate every continuous note into all subsequent empty fields, which may come handy later to fill the gaps via Shift+B.

Be aware that most beeper engines have a loose timing, so they'll eventually get de-synced to each other, even between copies of itself. Only a handful of beeper engines and most of sound chip targeted engines can maintain a stable sync for long periods of time.

124

(166 replies, posted in Sinclair)

Somehow forgot to make this small update. v0.41:

- Minor fix in the color schemes, c64 got brighter
- dirent updated, utf8 file paths supported
- Minor tweaks to the file selection dialog layout, navigation arrows added
- The global speed now resets to a default of the selected engine on an engine change
- MML-style envelope parser in engines now also support L as | and X as * to make it usable with QWERTZ keyboards
- Other minor fixes

Unfortunately the problem with QWERTZ keyboards in SDL isn't one that is easy to fix, so for now there is that workaround with L and X. Hope it'll help to make the engines usable, at least.

125

(43 replies, posted in Atari)

Wanted to participate, however, seems I have missed this one. I somehow expected the deadline to be a day or two before the party, but now I see it was five days back already - when I was busy with the other stuff. I understand the reasoning behind his, but to me demoscene never really worked like that, it always has been work till the very last second before deadline.

Alas, but at least I'll hope to do some more 1-bit stuff later this year.