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Posted: Fri Nov 02, 2007 4:34 pm
by TmEE co.(TM)

Posted: Fri Nov 02, 2007 7:11 pm
by TulioAdriano
No words! It sounds so amazing!

All the tunes are cool, also... the U tune has a FM channel sounding like the square wave and the R song has a real PSG channel in action.

Great job! We are finally getting great tools to work with!

I got a new Genesis, and 32X so now my old MegaDrive displays in color on the TV and I hooked the Genesis to my monitor so I can plug the computer to when you have your cable available to develop tunes and rock in the real hardware.

Great job once again!

Posted: Sat Nov 03, 2007 1:04 pm
by Fonzie
Woot! :D I'm ultra fond of the L & R tracks :D

Also, you say that the pcm samples can be up to 36Khz each... However, the drums (especially on the tracks like U & D) looks a bit "grainy", does it mean that they are lower framerate?

Can you eventually have some of them in "hi quality" and some in "low quality" depending of their use (so far, the one that are repeated a lot along the track)?

Anyway, you reached a great level !!!
Good luck to improve it again, rahhh, CA will be a killer ap ! :D

BTW : There are some "plops" between each notes, this is easy to notice in the L track, it comes from the FM channels, seems... It's a slight timing bug?

Fonz

Posted: Sat Nov 03, 2007 5:10 pm
by TmEE co.(TM)
PCM channels share the rate, and it can be changed since I don't want all the samples to be 22KHz (All my music realted samples use it. I'm really worrying about fitting CA into 4MB). If you comment out sample rate adjustment code in Z80 driver, you can have 52KHz, but that's insanely lot, not to mention 36KHz which is still a lot. :wink:
The granyness is caused by the fact that PCM is played @ 7-bit (samples are 8-bit, but downgraded in realtime) and you can't constantly play a sample, when you do other things, there's no samples playing so there will be a gap, the bigger the gap, the shittier the samples are, and unfortunately, the gap has gone pretty big (but not as big as in 90% of drivers used in many games, mine kicks ass :D ).
These plops are caused by bad instruments, I'm not too good at making them...

Mask Of Destiny's SEGA CD transfer suite cable will be used, so start building one (I've already have done it). I've not yet started to code the cable part but that happens soon after getting things working 100% OK.

PS : U tune has FM channel sounding like PSG channel (MIDI instrument 50h / 80 Lead square), and L has real PSG channel in action.

Posted: Sun Dec 30, 2007 10:44 pm
by Brunni
Wow, extremely impressive :shock:
Continue like this, that's really an excellent project! 8)
I've tried to understand your wavplay demo but it's not very easy. Respect!

Posted: Mon Dec 31, 2007 7:32 pm
by TmEE co.(TM)
Thanks, I am improving it a lot, and once TRPG demo is out, you can all listen some great music on MD using my sound system.

Posted: Sun Apr 06, 2008 4:59 pm
by TmEE co.(TM)

Posted: Sun Jan 25, 2009 6:44 pm
by TmEE co.(TM)
http://www.fileden.com/files/2008/4/21/ ... actory.ogg

That's how things sound now :)

Version is now 0.4 and PCM code has been optimized a lot to get the quality you hear. Recorded straight off my MD2

Posted: Wed Jan 28, 2009 8:01 am
by Christuserloeser
TmEE co.(TM) wrote:http://www.fileden.com/files/2008/4/21/ ... actory.ogg

That's how things sound now :)

Version is now 0.4 and PCM code has been optimized a lot to get the quality you hear. Recorded straight off my MD2
That's just fantastic. Nothing else to say.


I'm especially in love with the bass. And the PSG is nice. - The combination of PCM+PSG+FM is what really makes the Mega Drive sound so unique.