The sixth episode is translated. As it was announced in the previous episode, it is about Aladdin games.

Besides the english subtitles, four first episodes now have spanish subtitles by Emiliano Figueroa.

Well, imagine someone sees the ND for first time. He goes here to learn what this mean and reads:

No Derivative Works — You may not alter, transform, or build upon this work.

Sounds quite negative to me. I didn't ever see that someone would add a not that someone who wants to get a permission, he may try to contact the author, and I doubt it is that obvious. If it would be worded like 'you need to get direct author permission to alter, transform, or build upon this work' (with 'don't need' for non-ND licenses), that would be much better.

It should be noted that CC licenses aren't an enforcement tool. Many Internet people who reuse stuff for things like a personal video etc don't care about licenses, they simple don't understand and don't think about it ('it is internet, everything is free here', 'it is just my pesonal page', 'I don't make money from it' etc). So you can write it all the way across your work that no deriatives and unauthorized use is prohibited, but it still could end up in a neo-Nazi video as easily as a CC-BY licensed work. So it is more to give a clear and short explaination of your stand point about your work for those who cares.

Another thing that comes out of this is that when someone expressed his stand point in a ND license, not many people will consider to attempt to make an agreement with the author. I personally would prefer to avoid pissing an author out by asking him for a thing that he is already answered negatively.

Serious or not, but I'm agree with ant1 on this. The ND license hurts the artist itself - no remixes or covers, no extra publicity (see classic video game music with all these covers as an example). Not to mention that in case with music it conflicts with the US law that allows cover versions without getting a permission from the original artist himself.

1. 15+ years.
2. Playing and making video games.
3. Usual PC with countless trackers.
4. Punk rock.
5. Read the theory a lot, remembered just a bit. No musical education.
6. Nothing 'in general'.
7. No.

70

(66 replies, posted in Commodore Computers)

I somehow think there is way more C64 coders on the CSDb rather than here.

http://www.dpbsmith.com/pdp1music/index.html
http://www.swapmeetdave.com/PhilaMusic/Recording.htm

Cool thing. That's a real pity that AVR MCUs aren't capable to execute code from RAM or external memory, though - they would make really great 8-bit computer otherwise, because they has loads of processing power.

Very interesting info. That's very strange that the chip acts like this, because it seems to be a hardware overcomplication without a reason. Typical square implementation would not have such quirks. So, it seems the VIC chip is a good candidate to decapping.

LFSR has less states than 'long' mode of the NES, but more than 'short'. I.e. NES long sequence has 32767 bits, short has 93 bits (so it is almost tone), and VIC has 8191 bits.

What kind of trickery?

From what I can see, the only thing that is possible is software channels modulation using the enable/disable bits, but this is not a special feature of the chip, as it would be all done by CPU; resulting sound would be similar to the 'phasing' 1-bit engines.

And regarding noise. Of course it is a LFSR, like usual. Haven't found the exact configuration, in the VICE they use a table with the whole sequence, which is 8192 bits long.

It is really basic, one of the most basic sound chips if not the most basic. Much simpler than AY-3-8910 and even SN76489.

The chip has four channels. Three of them are 50% square, fourth is white noise. The tone channels has very low freq. resolution, just 7 bits. However, they have different base clocks, so one channel is for low, other for middle, and last for high frequencies. Noise pitch also has 7 bits of resolution. Eigth bit enables/disables channel. There is 4-bit master volume, it affects all the channels at once, and it is not possible to have different volumes for the channels.

Of course it is still possible to get pretty good music despite the so limited capabilities through clever programming and music composition.

Guitar shredders are able to play much more complex arpeggios than those that usually used in chiptunes, at speeds about 25 notes per second, the speed of common 'slow' arpeggio.

Subtitles for the previous video are now available.


Kinaman currently runs few related projects in parallel. Here is an overview.

- 'Dendy Chronicles', a scripted series that is focused on specifics of Dendy gaming - pirate games, problems, absurdity, etc. New episodes come out rarely, like once per two months. It takes that much time because people who helps Kinaman to film it are living at another cities, also because props needs to be prepared (bought and delivered). Kinaman does not even own a camera yet, although he going to get one soon.

- 'On the Kitchen', an unscripted let's play series. Kinaman with a guest beats a difficult game, or not so difficult one, but in some special way, using a real Dendy. This series is scheduled one per month - althouhg it still involves filming and help of other people, it takes less time to make.

- 'Kinamania Live' is a realtime let's play that uses an emulator. It is mostly Coulthard's project (one of guys that helps Kinaman), they host it together and beat two games per episode, while answering chat questions. Games that are played here are selected of those that aren't suitable for other projects (too easy, too good, etc). This is not strictly scheduled, but may be 1-2 times per month.

- 'Dendy Memories', the most recent unscripted series. Kinaman tells stories about his own gaming experience with Dendy and certain games. No schedule is given for this series yet.


As for translation, 'Chronicles' are easiest, because it is scripted, so it is well structured and worded. 'Memories' are more difficult, because it is unscripted, with pauses, corrections, and thoughts not always worded well. Both let's plays are really difficult for me, because it is always two hosts, they constantly interrupt themselves and each other, and sometimes talks too quiet as well.

79

(174 replies, posted in Sega)

Thanks for the report.

Is the first bug is also connected to the step size?

80

(174 replies, posted in Sega)

Yes, they are wrong on the algo diagram indeed. Emulation is correct, though. Thanks for report.