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AMIGA-MODSyntestix by flag Monty (Benjamin Pagès)
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Nectarine

Oneliner History

flagAgemixer
8 July 2025 11:56

Yeah that's true, i can't argue against I'm just pointing to that it would been possible, just if they wanted to make it that way, samples n all... but the programmers were lousy as said, soo many bugs in some games... the programmers yave evolved since

flaghumerican
8 July 2025 11:55

Oh my god, im so in love with Random Voice IV right now, its so good T_T

flagRapture
8 July 2025 11:53

was a great gaming time!

flagRapture
8 July 2025 11:53

16bit is fascinating

flagAgemixer
8 July 2025 11:52

Samples should have played back in IRQ's ofcourse, like those demos do. Game creators weren't that good with samples.. you know

flagRapture
8 July 2025 11:50

but hey, that's why the 16 bit era was so fascinating - faster machines, parallax scrolling, samples in realtime, no sprite flickering, many more sprites at once, more colors, better synthesizers/music chips, more samples in realtime, bigger sprites, more

flagRapture
8 July 2025 11:48

see Turrican game. Ingame NO MUSIC AT ALL. but we have a very nice game!

flagRapture
8 July 2025 11:48

yeah in a game there are too many variables that have to be checked in realtime...... no CPU left for samples in realtime etc

flagAgemixer
8 July 2025 11:46

but also: the use of memory. Well, most games didn't engage all of it. Hm: Space Taxi comes to mind, but that game even halts for the times when it is to playback samples. Just a lousy programming, most of those.

flagAgemixer
8 July 2025 11:43

didn't know about it back then, of course not.

flagAgemixer
8 July 2025 11:42

Yeah, gotcha, i think i don't know any (PWM or osc based) samples in any game. Probably someone else knows.. well i know the reason: game makers wanted the most CPU for their games, too often their code was not just optimized at all for that or they...

flagRapture
8 July 2025 11:40

or show me a game that does that

flagRapture
8 July 2025 11:40

c64 not capable of that - parallax scrolling, all sprites at once, 2 joysticks, and sampling on SID in realtime

flagRapture
8 July 2025 11:40

i slept 8 hours, yeppo!

flagAgemixer
8 July 2025 11:38

..which is not a problem even, as VIC can switch the graphics memory bank in just one (or two) CPU writes per frame

flagRapture
8 July 2025 11:38

and i mean NOT the title or credits screen but ingame

flagRapture
8 July 2025 11:38

ok then show me a game with lotsa samples on c64

flagAgemixer
8 July 2025 11:36

Hehe. Anyway.. in fact that's not the case, VIC chip does the collision testing and joysticks needs only one read for each stick. The CPU is more engaged to what is actually happening at screen, and which ratio: 50 Hz, 25 Hz, 16,7 Hz screen updates...

flagRapture
8 July 2025 11:35

My first samplers were indeed trackers. I never had a AKAI S1000 sampler or so. But since I use trackers I'M spoiled sample-wize.

flagRapture
8 July 2025 11:28

2. i am VST-Sample Lib-spoiled, so sampled stuff on C64 doesn't impress me, as it would in 80s/90s

flagRapture
8 July 2025 11:28

age, I mean in a gaming environment, with 2 joysticks and enemy collision and much more it's mostly impossible to utilize samples in realtime

flagAgemixer
8 July 2025 11:25

The sampled stuff (plus SID channels) starts at 4:00 onwards... hehe... 100% CPU, no?

flagRapture
8 July 2025 11:24

Hi LW!

flagAgemixer
8 July 2025 11:23

Check this out: Fantasmolytic YouTube YouTube Link

flagLittleWhite
8 July 2025 11:23

Heya Rapture

flagRapture
8 July 2025 11:20

freeyou

flagAgemixer
8 July 2025 10:57

Now if you want to avoid that 12kHz sampling tone, you can apply the bandpass or lowpass filter to cover all those channels. The outcome is the approx of those pulses, as should.

flagAgemixer
8 July 2025 10:52

and now... the SID registers can be updated while those 3;samples are playing. PWM, pulse width modulation. And pulse width is 12 bits of accuracy in SID equipped in stock c64 aand... that means, SID can buffer 3 samples. Requires 3 times less CPU irq's

flagAgemixer
8 July 2025 10:48

make it _-_-_-_ using 3 channels, synchronized to timing like this, the max output of 4kHz is now 12 kHz!

flagRapture
8 July 2025 10:48

amiga 500 also has synthesizer. AM synth iirc.

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