this is something I've always been curious about with chip 'net labels', seems like hosting isn't much of a problem these days compared to promotion.

1,074

(99 replies, posted in Motion Graphics)

or Fisichella for that matter.

arlen: http://ihearthesoundofwaves.blogspot.co … my-cv.html

(badly self-taught) piano, bass in a band for 5 years, guitar, 20 years working in games industry though first half of that was chip. (amiga/gb/snes/megadrive)

1,078

(99 replies, posted in Motion Graphics)

1,079

(99 replies, posted in Motion Graphics)

Holy cow it sounds like Yip went 30 years back in time.

Could fill a bit of space with some kickass demos:

Pouet's 10 top Gameboy demos

1,081

(177 replies, posted in General Discussion)

started this morning: http://fuckyeahdemoscene.tumblr.com/
random alt handle stuff: http://thisismarie2.tumblr.com/

1,082

(7 replies, posted in Releases)

I occasionally write quick EPs not in my usual style, but don't do anything with them, until today:

Here's the first one called "This is marie2" under my other handle marie2.

6 tracks, 13 minutes long, 18mb zip.

http://www.mediafire.com/?2jmozgzjmn4

1,083

(99 replies, posted in Motion Graphics)

1,084

(99 replies, posted in Motion Graphics)

Cool stuff, yeah I really like that.   Ate Bit have been sending these kind of links back and forth for a while with demo ideas. tbh though with the richness of material like this out there and the myriad ways to get it, doing demos seems woefully redundant these days.

1,085

(99 replies, posted in Motion Graphics)

1,086

(38 replies, posted in General Discussion)

Try eternity.xm out of my archive.  It has the double instrument fine tune, the one in there called 'Blank Page' does the X command trick.

1,087

(99 replies, posted in Motion Graphics)

Hammond Novachord 1939:

1,088

(38 replies, posted in General Discussion)

In Milkytracker if you've got a square wave you can make the other Gameboy/NES waves from it.  Say it's 64 bytes long, make the loop 32 bytes big within it (moving the start and end points in so there's an equal amount of wave above and below the middle point),  now drop the instrument by an octave to get the pitch back where it was if you want.  (keep the rest of the sample, don't minimise yet)

To get the other tone timbres just move the the start loop point back so you have unequal amounts of wave above & below the middle line.  That's the principals of pulsewidth modulation and how the Gameboy/NES timbres are generated.  (it's been a few years since I wrote Gameboy games but I think they were 12.5%, 25%, 50%, 75% "duty" for the waveforms)  The Gameboy's third channel uses the same method, you can have your own (32-byte?) waveforms on it.

For "SID" (c64/Amiga) emulation:

Generate a saw-tooth wave, duplicate it to another instrument and reverse the new sample.  Now change the finetune of the second insturment to +8 or above.  Play the same pitched note on two channels and you'll get some automatic pulsewidth modulation.   For more on that you might want to read this tutorial.