goto80 wrote:I saw this one, yeah. Great work! It's surreal to see this, really So not all Hubbard's songs can be converted? Is that because your converter doesn't support all his players, or something else?
I'm really looking forward to see more of this. Keep us posted!
The core of Rob's replay is pretty much the same. By the core I mean the part that decodes the notes and triggers them. Later songs start to differ, International Karate was able to transpose patterns to save memory. Ace II uses arpeggio tables but I haven't set about looking at the changes in the later replays just yet.
Basically each intrument can have a number of effects applied to them, a bit like routing the sound through different patches. There is a Pulse patch, octave arpeggio patch, skydive patch etc.
These different fx were changed slightly with each tune, basically just tweaking the parameters.
Its possible to collate all these tweaks and make a new replay (which is what Ive started) which would play all Rob's tunes. The instruments could then be represented on screen like an effects chain in Ableton from left to right. Some of the fx shared parameters with each other as they used the same byte in memory. This could be represented by 'syncing' pairs of fx modules together in the chain.
I realise this is pretty crazy stuff, it all started as a learning excersise when I decided to use the dissasembled Monty On the Run source to see how SID tunes worked. I was mainly interested in the drums, but one thing lead to another and I have what I have now.
I'm more interested in the techniques that were used. I'm getting into sound synthesis and I've gone back about as far as I can with VGM syth's and started tinkering around to see how thing's were done back then. I grew up with these games and these sounds so they are pretty close to my heart.
I will keep plugging away at it, I'm thinking about making a retro style game for iPhone/Android etc and this would be nice to do the music with.
Last edited by logikstate (Jan 14, 2011 9:49 am)