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		<title><![CDATA[ChipMusic.org - sid music hints'n'tips]]></title>
		<link>https://chipmusic.org/forums/topic/10841/sid-music-hintsntips/</link>
		<description><![CDATA[The most recent posts in sid music hints'n'tips.]]></description>
		<lastBuildDate>Sat, 06 Jul 2013 19:04:53 +0000</lastBuildDate>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175919/#p175919</link>
			<description><![CDATA[<b><i>Awol says:</i></b><p><a href="http://cadaver.homeftp.net/tools.htm" target="_blank">SidDump</a> has been updated to v1.05 with &quot;partial support for multispeed tunes&quot;.</p><p>When I asked if updating SidDump to work with multispeed tunes would be difficult, the creator said:<br /></p><div class="quotebox"><blockquote><p>theoretically it can be difficult, as it may require emulating the full CPU + CIA timer + IRQ environment, which SidDump doesn&#039;t really do. However, there may be a simple option of just breaking out when/if the init routine gets stuck into a loop, and executing the code pointed to the interrupt vector as each frame&#039;s play call. It may not work for all tunes though.</p></blockquote></div><p>and:<br /></p><div class="quotebox"><blockquote><p>check SIDDump 1.05 which was just released. It is not entirely foolproof (depends on how complicated code the player interrupt runs). Some multispeed tunes may work, others perhaps not.</p></blockquote></div>]]></description>
			<pubDate>Sat, 06 Jul 2013 19:04:53 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175919/#p175919</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175792/#p175792</link>
			<description><![CDATA[<b><i>Awol says:</i></b><p>I&#039;ve emailed the SidDump creator to ask if it wouldn&#039;t be too difficult to update the tool to work with multispeed tunes. I&#039;ll let you guys know if I hear back.<br />It&#039;s still very useful for single speed though. I ripped a nice kick drum sound from a Mortimer Twang tune. <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>Anyone have advice for designing multispeed instruments/tracks?</p>]]></description>
			<pubDate>Sat, 06 Jul 2013 04:08:14 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175792/#p175792</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175764/#p175764</link>
			<description><![CDATA[<b><i>breakphase says:</i></b><div class="quotebox"><cite>iLKke wrote:</cite><blockquote><div class="quotebox"><cite>breakphase wrote:</cite><blockquote><p>I&#039;m dissatisfied with the noise channel in general on c64. I think it&#039;s 4 bit or something; it&#039;s not as raspy as I like. Anyway a highpass filter helps with hihats, for me.</p></blockquote></div><p>True, I was just about to say the SID noise is teh shiz.</p><p>Curious to know more about the raspy noise that you are talking about, breakphase</p></blockquote></div><p>Oh I guess I was just talking about the 1-bit noise from nes/atari/etc.. it has a little more grit I think because it has a low bit depth. And the drums from that are a little harder in my experience. I don&#039;t even know if I&#039;m right about c64 being 4-bit, it just sounds too smooth for me a lot of times. Just a taste thing though.</p><div class="quotebox"><cite>4mat wrote:</cite><blockquote><p>$81,$80 =&nbsp; &nbsp;noise waveform. NATIVE WAVEFORM.</p><p>$82-$83,$86-$87 = a slight SYNC effect.<br />$88-$8f =&nbsp; &nbsp;reset noise<br />$90-$bf =&nbsp; &nbsp;not used (do not use: the noise dies)<br />$c0..$cf =&nbsp; rare extras(*)<br />$d0..$ef =&nbsp; not used (do not use: the noise dies)<br />$f0..$f7 =&nbsp; (*) rare extas: resets the internal pseudo random<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;generator...<br />$f8..$ff =&nbsp; : resets the internal pseudo random generator,<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;so the noise waveform play different, on some sids the<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;selected noise sounds more &quot;metallic&quot; depending on the<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;value and running SID cycles and other status.<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Usage: first $f9, then $81</p></blockquote></div><p>Wow I did not know about these, thanks!</p><div class="quotebox"><cite>4mat wrote:</cite><blockquote><p>Strange, it&#039;s the most versatile noise osc on 8-bit hardware.&nbsp; I remember when the 8-bit consoles came in it was such a disappointment how limited the Nintendo and Sega ones were to work on in comparisom.</p></blockquote></div><p>I love everything else about the sid. It&#039;s closer to a &quot;real synth&quot; than everything else, but the noise might be a little &quot;too good&quot; for me... &quot;double quotes!&quot;</p>]]></description>
			<pubDate>Sat, 06 Jul 2013 01:38:19 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175764/#p175764</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175667/#p175667</link>
			<description><![CDATA[<b><i>Awol says:</i></b><p>Thanks for your input 4mat. Yeah, I was talking about that brassy lead sound. I guess it&#039;s mostly just a square wave pitched up. For some reason I thought it was more complicated.</p><br /><br /><p>-------------------------------------------------------------------------------------------------------------------------------------------------------------------</p><br /><p>I was having trouble getting siddump to save to a text file until I found <a href="https://sites.google.com/site/rveilleux/coco3home/rems-cocosid3" target="_blank">this page</a>. I&#039;ll just leave these instructions here for my fellow n00bs...</p><p>1) Put the siddump program in a folder<br />2) Put the .sid file you want to analyze in the same folder<br />3) Open a command prompt and navigate to the folder with the cd command<br />4) Type something along these lines and hit enter: SIDDUMP <em>sidfilename</em>.sid -t<em>X</em> &gt;<em>textfilename</em>.txt<br />&nbsp; &nbsp; Where <em>X</em> is the song&#039;s approximate length in seconds.</p><p>The folder will now also contain <em>textfilename</em>.txt. Open it in notepad. If you open it in wordpad the formatting will be incorrect.<br />Every row in the txt stands for a video frame. PAL is 50 frames per second, so if the song is PAL (probably), every 50 rows corresponds to 1 second in the song&#039;s play time. 60 for NTSC.</p>]]></description>
			<pubDate>Fri, 05 Jul 2013 06:38:36 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175667/#p175667</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175629/#p175629</link>
			<description><![CDATA[<b><i>chunter says:</i></b><p>SID noise (imitating cymbals in the Racing Destruction Set loading song) was the first home computer music that truly surprised me.</p><p>(Just saying.)</p>]]></description>
			<pubDate>Fri, 05 Jul 2013 00:27:02 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175629/#p175629</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175627/#p175627</link>
			<description><![CDATA[<b><i>iLKke says:</i></b><div class="quotebox"><cite>breakphase wrote:</cite><blockquote><div class="quotebox"><cite>Jellica wrote:</cite><blockquote><p>im still not happy with my hi-hats <img src="https://chipmusic.org/forums/img/smilies/sad.png" width="15" height="15" alt="sad" /></p></blockquote></div><p>I&#039;m dissatisfied with the noise channel in general on c64. I think it&#039;s 4 bit or something; it&#039;s not as raspy as I like. Anyway a highpass filter helps with hihats, for me.</p></blockquote></div><p>True, I was just about to say the SID noise is teh shiz.</p><p>Curious to know more about the raspy noise that you are talking about, breakphase</p>]]></description>
			<pubDate>Fri, 05 Jul 2013 00:00:17 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175627/#p175627</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175620/#p175620</link>
			<description><![CDATA[<b><i>defPREMIUM says:</i></b><p>ding gratz ilkae</p>]]></description>
			<pubDate>Thu, 04 Jul 2013 22:48:08 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175620/#p175620</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175619/#p175619</link>
			<description><![CDATA[<b><i>ilkae says:</i></b><p>I think I just leveled up from 0 to 1.</p>]]></description>
			<pubDate>Thu, 04 Jul 2013 22:46:54 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175619/#p175619</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175616/#p175616</link>
			<description><![CDATA[<b><i>4mat says:</i></b><p>Strange, it&#039;s the most versatile noise osc on 8-bit hardware.&nbsp; I remember when the 8-bit consoles came in it was such a disappointment how limited the Nintendo and Sega ones were to work on in comparisom.</p><p>One thing you could try is using the &#039;metal&#039; noise waveforms.&nbsp; <a href="http://csdb.dk/release/?id=57722" target="_blank">This guide</a> has the full list:</p><div class="codebox"><pre><code>$81,$80 =   noise waveform. NATIVE WAVEFORM.

$82-$83,$86-$87 = a slight SYNC effect.
$88-$8f =   reset noise
$90-$bf =   not used (do not use: the noise dies)
$c0..$cf =  rare extras(*)
$d0..$ef =  not used (do not use: the noise dies)
$f0..$f7 =  (*) rare extas: resets the internal pseudo random
             generator...
$f8..$ff =  : resets the internal pseudo random generator,
             so the noise waveform play different, on some sids the
             selected noise sounds more &quot;metallic&quot; depending on the
             value and running SID cycles and other status.
             Usage: first $f9, then $81</code></pre></div>]]></description>
			<pubDate>Thu, 04 Jul 2013 21:42:38 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175616/#p175616</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175595/#p175595</link>
			<description><![CDATA[<b><i>breakphase says:</i></b><div class="quotebox"><cite>Jellica wrote:</cite><blockquote><p>im still not happy with my hi-hats <img src="https://chipmusic.org/forums/img/smilies/sad.png" width="15" height="15" alt="sad" /></p></blockquote></div><p>I&#039;m dissatisfied with the noise channel in general on c64. I think it&#039;s 4 bit or something; it&#039;s not as raspy as I like. Anyway a highpass filter helps with hihats, for me.</p>]]></description>
			<pubDate>Thu, 04 Jul 2013 17:28:28 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175595/#p175595</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175565/#p175565</link>
			<description><![CDATA[<b><i>4mat says:</i></b><p>Which sound?&nbsp; The arps or the lead?&nbsp; &nbsp;The lead sounds like it&#039;s an instrument table effect to do the pitching rather than portamento.&nbsp; It&#039;s just pitching up from a lower note over a few frames.&nbsp; (you could use an un-looped arpeggio to do the same thing)&nbsp; &nbsp;He&#039;s got the whole instrument preset looping (with the gate off so it fades out) which gives the echo effect.&nbsp; The rapid pulsewidth modulation on there is down to the multispeed.&nbsp; He&#039;s probably got it adding about $40 on each player tick.</p><p>The bass tone is a sample loop. (like how chip modules do it)&nbsp; &nbsp;That &#039;noise slide&#039; sound that sometimes comes in is probably a really tight instrument preset switching from noise to triangle(?) every couple of frames, would explain the thickness to it.</p>]]></description>
			<pubDate>Thu, 04 Jul 2013 12:42:50 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175565/#p175565</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175540/#p175540</link>
			<description><![CDATA[<b><i>xylo says:</i></b><p>Thanks!</p>]]></description>
			<pubDate>Thu, 04 Jul 2013 06:41:40 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175540/#p175540</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/175521/#p175521</link>
			<description><![CDATA[<b><i>Awol says:</i></b><p>I tried using siddump to check out &quot;Electronic Transfer&quot; by Gallefoss and got this error message: &quot;CPU executed abnormally high amount of instructions.&quot;<br />Is that because it&#039;s multispeed (5x)? I really wanted to learn more about that sound that starts at 2:10...</p><p><div class="embed_video"><iframe width="560" height="340" src="https://www.youtube.com/embed/S-ec4XMt1TQ" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe></div></p>]]></description>
			<pubDate>Thu, 04 Jul 2013 04:37:04 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/175521/#p175521</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/164713/#p164713</link>
			<description><![CDATA[<b><i>Jellica says:</i></b><p>a lot of nice ones are combined with the bass instrument or other sounds but that isnt what i necessarily want to do. as with everything on the sid it takes a little fiddling <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<pubDate>Mon, 15 Apr 2013 14:39:30 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/164713/#p164713</guid>
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			<title><![CDATA[Re: sid music hints'n'tips]]></title>
			<link>https://chipmusic.org/forums/post/164706/#p164706</link>
			<description><![CDATA[<b><i>iLKke says:</i></b><p>Yeah either siddump or jsid player</p>]]></description>
			<pubDate>Mon, 15 Apr 2013 13:23:08 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/164706/#p164706</guid>
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