66

(76 replies, posted in Releases)

tracker music has always been chip.  also greets Om, nice to see you back.

If people do want to delete files from dos, in Basic type:

open 1,8,15,"s:filename":close 1

to delete a single file.  You can also use * as a wildcard:

open 1,8,15,"s:tune*":close 1

will delete anything starting with 'tune'.  (careful with that one)  To change drive number replace the 8 with something else.  (c64 drive numbers start at 8 internally)

According to this page dos commands work with sdi2iec

Yeah in general overwriting files is something that has to be coded in as a feature on c64 tools.  If you want to delete something off a disk you usually 'scratch' it using a DOS command.  Some music tools have a sort of 'DOS shell' built-in so you can do it within but it's not many.

Scavenger's stuff.   
Tao's stuff.  I particularly like his soundtracks for 'Do Things' and 'Nostalgic-o-demo'
Maximyser is quite a late-era tracker so you'd probably want to look at modern musicdisks like the YM Rockerz series.
You'll need a SNDH player though, like Jam

Yeah I didn't do any Gremlin stuff.  There are a few mods with 4mat in the samples hence the confusion.

Thanks.  btw Hero's Quest was by Barry Leitch. smile   I had a request earlier to do a video about the more exotic file formats so I might do that in the future.

History of chipmod techniques as I remember them in the '80s-'90s.

73

(3 replies, posted in Commodore Computers)

As far as I know there are still only 3 full ones:

Fisichella by Aleksi Eeben.  Runs on unexpanded machines.
Vic tracker by Daniel Kahlin.  Needs 16kb+ expansion memory, though completed songs run on unexpanded machines.
There's also a port of GRG's "Sid Duzz' It" called "Vic Duzz' it" or something?   Dunno where that is online though.   Again I think that needed expansion memory to run.  Sounded pretty good.

Oh, if I ever finish this there'll be a cross-platform one that supports Viznuts's wave effects.  Or you can use the source code right now.

Well stop using LSDJ then, there are plenty of far more flexible trackers you can write literally anything with.  And there's plenty of genre stuff that is incredibly expressive out there.  If you're just looking at this chipscene for the stuff you're not going to find it.

Personally I think the problem is a lot of chiptune artists think they can only play chiptune-related gigs for some reason.  Putting on those shows and maintaining them year to year is a difficult and expensive operation, so there aren't a lot of them.    Just try and play small shows and venues like any other band or artist would, it's still dance music.  It really doesn't have to be chiptune related.

Yeah I agree, probably soundfx got at this first because it's an easy and short bit of code to add a pitch value per frame.  Add half your pitch maximum every other frame and you have an octave toggle going. (though not musical, good for drums though)

I'm assuming OP means instrument-based arpeggio like we use today, because note-based has been around forever.  (and electronically probably have to dial back to whenever modular sequencers became available for examples in the '40s-'50s)  The first instrument-based arps were probably octave based as with sfx, because from a code POV you just need to toggle it on and off every other frame/half your tempo.

If we're talking home electronics I've heard of a few examples bandied about as fairly early.  (though all c64 so not extensive) Martin Galway had it in Kong Strikes Back and Bob Landwehr's P.A.S.S music system also does it in a few of the demos.  (both 1984)  Fred Gray also used octave-based arps extensively and his stuff is quite early too.   Looking at a few early sound drivers I wouldn't think it's done with the traditional table-based setup we all use nowadays though. (where pitch/wave tables became general purpose for arps, drums etc.) Probably bespoke code in the driver.

Arcade games tend to add more soundchips to get around the problem (some early '80s games have 2 or 3 AY/SN chips in there) but Do Run Run does have octave-based arps in, and sounds quite different to arcade music from the time.  However it's 1984 again so seems a bit late for first in that regard.

This sounds like something goto80 would know.  Anders? smile

Yeah that makes sense, without the gate flag active a channel's ADSR envelope won't reset.   Any subsequent notes will fade out with the envelope length until you reset the gate again.  This can be used to do a "fall off" effect, but it depends on the tracker if you'll get that result.  (some require a note slide effect to be active or something)

79

(17 replies, posted in Tutorials, Mods & How-To's)

The horizontal number stripe below the song name is your position table.  Click in the empty (...) boxes to type in a pattern number, then that pattern appears in the pattern editor.  You can move the little flag to set where the song will restart when it loops.

80

(17 replies, posted in Tutorials, Mods & How-To's)

Beepola supports a few different sound engines, there's a box on the UI or menu that lets you select which one.  Some of them have drums and some don't.  Usually the drum channel is controlled by the column on the right side of the tracker, sometimes it only has one digit.  I can't remember exactly which engines use it but if you put numbers in that column you'll get a different drum sound, either a proper effect (like in the Savage driver) or a pitched noise.

As with the drums the FX vary between drivers too.  In the docs it tells you which FX are possible.