385

(25 replies, posted in General Discussion)

lft has some on his site, for example.

n64 was all CPU like the GBA, though I can't remember having to battle the game coder for more channels/reverb like we did on the latter.

loving this.  btw, which release is this song off?

388

(19 replies, posted in Nintendo Handhelds)

Having a quick look at the memory map you'd really need to compress the song data into a smaller and more optimized format anyway.  (so it'd fit into a bank at least, it's freaking huge at the moment)  Most editors have an internal format (all uncompressed so it's easier to manage the data), and a compressed export format. (when you know exactly what needs to be saved out)  You're missing the other end of the chain, which isn't trivial, and then you'd have to rewrite a lot of the player driver to handle this format.  Plus you'd probably have to optimize the player so you can run it within other programs, if that's what you're aiming for.

If you're looking for something to develop with why not use Carillon Tracker or something, that comes with all the stuff you need.

Writing an XM/other format converter would be a lot less hassle, for pure song structure/notes etc.  But if you're looking to convert the whole thing (with each note being affected by transposes in the instruments used and so on) then THAT is a ton of work.    It is possible though, there is a YM to XM converter that pretty much does this already.  (the songs run at massively high bpm to simulate each frame being a beat)

me when I saw this post:

There were 90 entries, the top 50 are on this disk.  Runs on PAL and NTSC hardware.

featuring Drax, Jammer, 6R6, Hein, Abaddon, Dane, Linus, dalezy and a bunch of others.

Download

Page with all entries and SID versions

X's Tunnel Scene

holy cow!  super nice work, mostly lost on this place though.

no comments?  garylinneck is quality acidbreak

can someone ask ant1 if I'm supposed to listen to these with interpolation or not?

394

(13 replies, posted in Releases)

at last, some decent chipmusic in 2013.

"Chiptune" albums are no different to normal albums, if we're talking about a traditional chipmusic release of streamed material.  The one place chiptune albums could differentiate from normal albums is their ability to be played back in real-time. (if written on game or computer hardware)  Being able to switch out channels, mix live, have sync'd visuals that can be manipulated etc. This is a big thing in the demoscene but not done here very often.

396

(19 replies, posted in General Discussion)

amigaaaaaa

Romeo Knight - "Trouble Vision"
Jugi - "Resolution"
Audiomonster - "Nebulos"
Thomas Dahlgren - "Occ-San-Geen"
axk - "axk22"
Walkman - "Partytime"
Firefox - "Hip for the hop"
anything Bruno, Dune or Groo did.

In my experience, if you've never written a sound driver before write that first.   Either way, writing the driver first is the best idea because everything you'll want the UI to read/write can be got working in source, before you even start on the front-end.   Coding a tracker is 95% ui and 5% driver (like the old "1% inspiration and 99% perspiration").  You might end up writing the driver, be happy enough editing music in the source and not even get to the UI part.  (that's how most of mine have turned out at least)

Failing that, adapting an existing driver with a friendlier interface could be a happy exercise.  There are plenty of those around on the c64, for example.

why not just use a 1-bit tracker?  it's not like there's a lack of them.

399

(5 replies, posted in Releases)

thanks, I like 'dunkle.it' a lot

whose been reading my tweet drafts?