Still timing differences in the emulation. Sharp timing is always a littel different inside the editor. So in the editor the timing is more lose than in Altirra which causes cancelling where it could be solved , if the timing is the same inside the editor ....;) No one knows why this happens...
I wonder if sometimes the emulation will be fixed. As it still sounds different in RMT and Altirra. While Altirra itself is rather correct, it sound different when editing the tune... So some update to the timing for removing cancelling. Do you get the different drive of the main instrument ? Bass is somewhat louder and the kickbass plays "the other" Note.
Meanwhile I have to come to the conclusion that the only cause for detuned POKEY Music is that people Want the detuning.
There is a 5 note shift in RMT 1.31 at 16 bit resolution. Plus some notes jump out of their range ... "Key G A B" is correct after moving the pith 5 up. But "C" turns into "C#" . Why do you people like that ? The 16 bit resolution is far more precise in the notes that SID. But people detune that intentional ? I wonder , if we really have musician using POKEY, as a Musician would have solved this stuff within some days.
Here is some Upgrade to the last one.... Still not perfect, as RMT 1.31 doesn't allow pitch manipulations in 16 Bit...
Seems the Windows recording adds a lot unwanted sidenoise. So here a tune using Altirra recording, wich drop the analyzer but the sound were correct...
ja wstawiłem do biosu nowy sposób kompresji grafiki i sprawdziłem na zybexie. Jest jeden kolor więcej i gierki są lepsze. Ja wam tego nie wy.tłumacze bo pisałem w kodzie maszynowym, ale teraz bardzo łatwo napisać grę
No Samples ? Playing POKEY at 4 or more updates per frame is sampling as the resulting frequencies were built on the sample rate, not just by using PoKey's generators. On the other hand.... If you provide some "DooM" clone using this ingame .... I might be convinced.
@mono My inspiration is always to show a broad range of PoKey tunes. I'm glad, you like that tune. Very often my results were understood wrong, just because people don't like the music itself. dxRMT allowed to go a step further in this "Synthesizer" direction to create the tune this way. Sadly enough, rensoupp disappeared without any sign. No one knows, if he's alright.... Due to the state of dxRMT, the "synthesizer" part works nicely, but creating new instruments is horrible, as the tracker often quits to the desktop.
Currently I'm more about the "common SID sound" and how to create that within PoKey's features. In the latest "15kHz" using vids, there still is the bass and drum played on different channels. But they could be played on the same channels at the same time to get a channel free for more options. In this tune, I wanted to create some "good mood" ambient and entered another bug in that RMT version, that sets the portamento wrong. So it ended up in something around this bug :)
RMT 1.31 used , because it's so easy to create instruments... but RMT still isn't able to do "Synthesizer" commands.
Possibly this tune might help to understand my intentions ? The main voice is pure 15kHz. Replay speed at 1 VBI.... One PoKey ... and so on ;) If you listen to it and look at the wave shaping. You possibly might get it. The PWM reaches frequencies between the 15 kHz resolution. To get that 100 % , the original POKEY/6502 Hardware had to be stable emulated. The possibilities were still unexplored. The available software allows just shades of the possible.
Will you ever get it ? You cannot do games or demos, when the music is wasting most CPU time... The goal ever was to use POKEY's native features and to make music with that. What's possible at 50Hz programming and least ressources using for replaying music. The better people understand, what POKEY can do, the better the results will get. There is actually one tune that runs on a real machine at single VBI speed that impresses me much.
The negative part is the big memory usage of RMT 1.34. But LZSS helps a lot, if used.Perhaps about 2 % of CPU using....
A POKEY version of the famous spacesynth classic by Koto: Koto Visitors (Official Video). You can hear me struggling to keep things in tune (more or less at least). And trying to use 'filters' without sacrificing polyphony.
Technical: no samples; 2x/frame. Recording: real hardware, a stock Atari 130 XE. Tracker: Raster Music Tracker ->link<- Visualization: Corroscope ->link<-
Bruno_j, ten kawałek z Twojego posta to na standardowym Atari bez sampli zdiełano? Tak mi wychodzi z tego co pisał Makary, brzmi to tak dobrze, że aż ciężko mi uwierzyć, stąd pytanie
@gorgh You should better write "Makary's tunes sound better to my taste..." No Idea for me why you want always scratchy and yelling sound. If you like it, it's ok.