161

(4 replies, posted in Software & Plug-ins)

If it's not super important (like recording your own stuff for an album) , I've taken to using Open Broadcast's record facility and then extracting the soundtrack from the recorded video with AviDemux.  It's good for picking up audio from a browser if you want to capture something for reference etc.

162

(5 replies, posted in Commodore Computers)

the version of ffmpeg changes depending on which version of Vice you have, I don't think there's a page that says what goes with where, but there might be some info in CSDB 's forums as some of the developers post there.

Failing that you can record Vice in Open Broadcaster which is free.

Do it on the pulse channel with a long portamento fall off.  Galway & Hubbard were both good at this where it comes to the musical side of the toms.

Put a bit of noise at the start for a couple of frames to give it the percussion kick, also you can try cycling the duty waveform quite rapidly if you want it to sound more like the old Miami Vice '80s toms.  (the name entry track Galway did for Rambo does this very well.

If you were doing it on the c64 you could use the tri wave with noise which would give you more of an acoustic feel.  The long fall off on the portamento is key though to keep it musical.

Jazzmarazz wrote:

3.03$ for rom only.  Having it under 5 shows that it was made out of passion and not purely for profits.

What?  How would charging > $5 be "for profit"?

165

(32 replies, posted in Commodore Computers)

If you're exporting from some known editor the defaults are usually:

load = $1000
init = $1000
play = $1003

It's a bit different if you use multispeed tracks but for singlespeed that should work.   Most modern editors adopt the same standard so if the load address is somewhere else the init will be the same as the load address and the play address will be 3 bytes ahead.

The first two bytes of your prg will tell you the load address if you load it into a hex editor such as XVI32.  It's stored backwards:

prg: $00,$10 = $1000

Emulator with a monitor open probably.  Find the chunk of memory where the player variables are and watch those.   There are also a few sources floating around for various random players.   The problem is beyond channel EQs anything else has to be coded player specific to be displayed.

There is a good amount of file format documentation for some of these formats though, see here.   Lot of interesting things.

edit: I forgot, a bunch of the exotic players have editors out on the net.  Here's an example  Some players exported a packed version of the song but some can load straight back into the editor like MODs do.

167

(438 replies, posted in Commodore Computers)

There's a few forum posts on csdb.dk , I'm hard-pressed to find a single one with lots of info in thouigh, so.

lft's description at the top

and

rambling post with some info in it on different settings

Some editors (like GT for example) have their own hard restart fix by default, which you can choose the settings on.

I'd like native stereo sample support and an extra fx column in FastTracker 2.

Chipmusic is fine outside of the 'chip scene', there's lots of new music, tools and r&d going on.  Probably because those guys just get on with things that interest them and aren't worried about being in any kind of scene at all.   (for a start there's certainly no 'cc' elsewhere, people just upload stuff and that's it, done. Who gives a toss what Johnny X from Y thinks about your bass drum sounds?) 

I can see why people are getting bored if they focus on the same kit though, branch out a bit.   If you can, write more tools and drivers and focus less on the actual music when you don't feel inspired.  That'll keep it fresh.  This is still supposed to be an 'underground' music scene one way or another, so experiment.  It's not like there's a record label breathing down your neck.

As an example, go download the latest HVSC pack and have a listen to Alan Bond's new sid suite "100% basic project".  64 algorithmic pieces written in BASIC that sound like nothing else going on right now.  Inspiring stuff, you can even load them into your c64 and see how he did it.

speaking of html5 players this guy has a bunch. Web audio though.

171

(1 replies, posted in Commodore Computers)

Did I post about this here before?  New tracker by Hein/Vision


Download

Doesn't currently support NTSC. (I think)  Among the various features can use up to 8 effects per line.

172

(11 replies, posted in Nintendo Handhelds)

As I see it, the problem with using GBS would be you'd need LSDJ's driver and the data playable from that driver.   Is that possible?  I know there's a replay cart but I don't think there's a compilable driver out there for it.  (unless you can hack it out of the replay cart I guess)

The streaming format (VGM) is more viable because you don't need any help on the code side, it's just sound registers being updated per frame.  You can use Nanoloop, p5, whatever.   And there are enough public compression formats that 3-4 minutes is viable in 32k or so.  (Exomizer does a good job for me)

Last time I looked at streaming Gameboy sound data the problem I found was there wasn't an emulator that would log the sound registers for me. (I ended up with a custom solution thanks to a friend of mine)  But maybe that's changed.

173

(11 replies, posted in Nintendo Handhelds)

Probably won't be many at european parties as Gameboy isn't a big demoscene holdout.   Have you looked on Battle of the Bits?

garvalf wrote:

I'd prefer him to compose new tunes for the C64 / SID rather than making fakebit from old hits sad

Haven't checked it out, but if it's any of the stuff he's been playing live at demo parties I think there are a few unreleased sid tracks in his set.  Anyway you'd have to ask him.

finally some real music

agamemnon - peret sampras arpmaster ep