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You are here: Home / Archives for C64

C64

Joystick Battles: Konix Speedking vs Commodore C-1342

June 12, 2014 By ausretrogamer

JB_KonixvComm

Does size really matter? What exactly are we referring to here? Get your mind out of the gutter – we are talking about joysticks! When it comes to controlling your favourite video games, everything matters – the size, feel, stability, precision, ergonomics and durability of the joystick.

Not all joysticks are made equal, some feel great when playing shoot’em ups, only to let you down when it comes to those waggle-the-stick 100m sprint games. Others are durable during those wrist breaking manoeuvres, only to leave you feeling as if you sustained major trauma to your wrist and fingers. So how does one judge a joystick objectively? It is hard, but we are willing to give it a crack.

JB_Konix_SK

Let’s dispel the ‘one joystick fits all’ myth – there isn’t one. There, it has been said. In this regular Joystick Battles feature, we will pit two joysticks against each other, with the winner progressing to the last round, JoystickMania 1. The judgement criteria will be based on: ergonomic feel, precision/stability and durability. To ensure we remain objective, we will use the joysticks on a variety of gaming genres; shoot’em ups, platformers and wrist-breaking wagglers. This should sort out the wheat from the chaff.

The first joystick battle is between the Commodore C-1342 joystick and the Konix Speedking. I know what you are thinking, we shouldn’t pit a pack-in joystick with an aftermarket one. Hey, it is a free world and we can do whatever the hell we like.

JB_Comm_C1342

So how did the C-1342 fare against the Speedking? Lay your peepers on the below table:

Joystick_battle_1

After getting all hot and bothered on the C64, there could only be one winner in this joystick battle.

JB_Speedking_Winner

Verdict: Konix Speeding
Being an aftermarket joystick, you would have expected the Konix to breeze through this battle. The C-1342 put up a great fight, but the durability of the stick lets it down big time. The Speedking does seem gimmicky in style, but it does the job admirably and it feels great in the hand – if you are a right handed player!

 

Filed Under: Reviews Tagged With: C-1342, C64, Commodore, Joy Of Sticks, joystick battles, Joysticks, Konix, Speedking

WATCH_DOGS on the Commodore 64

June 3, 2014 By ausretrogamer

Watch_Dogs_C64_title

Imagine if your teenage self had a copy of Watch_Dogs on the C64! I know if I did, it would have totally blown my mind! The talent behind these AAA blockbuster video game 8-bit remakes is none other than Majami Hiroz.

Forget about playing this on the PS4, I want to play it on the trusty old C64. As Majami says, welcome to the ’80s, dawg!


source: Majami Hiroz

Filed Under: Retro Gaming Culture Tagged With: 8-bit, C64, retrogaming, video, Watch_Dogs

‘C64: A Visual Commpendium’ – New Stretch Goals

April 20, 2014 By ausretrogamer

In case you have been living off the grid for the past month, the Commodore 64: A Visual Commpendium Kickstarter campaign has been funded. Are we rapt? Of course we are! A huge congratulations to Sam Dyer and Bitmap Books for hitting their target.

With a week to go, you would think Sam would take it easy and take some well earned rest. But that is not how Sam rolls. After a fantastic response to the campaign, it doesn’t end there. Sam has been busy behind the scenes coming up with some great stretch goals, pulling together some new pledges and getting some new contributors on-board. Let the drooling begin!

New pledges
These include: signed Psytronik Software goodies, a personalised avatar by legendary C64 artist S.I.T, signed Oliver Frey goodies and a ‘one off’ framed Last Ninja print signed by original artist, Steinar Lund. There will be two more very special pledges coming this week – keep an eye out on the Kickstarter page!

cPsytronik

cSIT

cOliFrey

cLastNinja

New book contributors
Great news on the contributor front as some true legends of the industry have agreed to be involved in the book. The new contributors include:

  • Gary Penn (Zzap!64)
  • Dan Phillips (Armalyte)
  • Stephen Thomson (S.I.T)
  • Jon Hare (Sensible Software)
  • Steven Day (STE’86)
  • Philip & Andrew Oliver (The Oliver Twins)
  • Andrew Hewson & Rob Hewson (www.hewsonconsultants.com)
  • Steve Rowland (Thalamus)
  • Robin Levy (Armalyte)
  • Jacco Van ‘t Riet (Boys without Brains)
  • Jonathan Temples (Thalamus/Codemasters)
  • James Leach (Commodore Format)

Stretch goals
As the campaign goes further over it’s total, the extra money will be used to add extras to the print specification of the book. This will include adding a dustcover, spot varnish to the cover, extra pages to the pagination and finally, an enhanced PDF. All backers will benefit from hitting these goals.

cStretchGoals

If you have pledged already, these new rewards are quite enticing. If you have not yet pledged, then surely it is time to dig deep and support this wonderful Kickstarter campaign.

____________________________________________________________________________________________________________________

c64_SamAbout Sam
Sam has over 10 years experience as an award winning professional Graphic Designer, working for agencies in London and also in the South West of England. His passion for design and also the Commodore 64, mean that he is ideally placed to create this book to the highest possible standard.
Follow Sam (aka: MrSidc64) on Twitter

 

C64_BitmapAbout Bitmap Books
A new publisher specialising in beautifully designed and produced books all about video games. Commodore 64: a visual commpendium is the first book by Bitmap Books.

 

Filed Under: Announcements Tagged With: C64, C64: A Visual Commpendium, Commodore 64, Kickstarter

RESET Magazine: The All New C64 Publication

March 20, 2014 By ausretrogamer

RESETThe “Australian Made” campaign has been going strong for decades. There is nothing like the sense of pride you have when consuming something that has been made in your own country. That is exactly how I feel about the new Commodore 64 publication, RESET.

Reset Magazine is an Australian made (with a sprinkle of international flavouring), free, non-profit publication, designed to give the modern Commodore 64 user a light-hearted insight into the current world of the Commodore 64. We spoke to the editor, Kevin Tilley, to find out a little bit more about the team behind this awesome magazine.  So here they are:

Kevin Tilley
 (Unkle K – Australia) – Editor, Staff Writer and Design
Kevin has been a Commodore fanatic since the ‘80s. Retro gaming is something that Kevin does to relax and unwind. The aim of Reset was (still is) to put together a magazine that is full of contributions from people who love the C64 and to let readers know that the little 8-bit is still very much alive and thriving. Kevin has been involved in a number of C64 related projects over the years, culminating with this latest venture, the Reset magazine – a magazine that he enjoys producing and reading.

Vinny Mainolfi (UK) – Co-Editor and Staff Writer
Vinny runs the c64endings site and is an active game hacker – releasing his ‘crazy hacks’ under the Hackersoft label through the Hackersoft website. Vinny’s job at Reset is to give Kevin good advice, review games, proof read, additional design and contribute his C64 endings column in conjunction with his c64endings website.

Nick Dibble (Plume – UK) – Staff Writer
Plume loves gaming and retrogaming. He is genuinely a really funny guy who injects humour into the magazine with his dry British wit! He contributes game reviews, The Day The Universe Died column, proof reading and apparently has a very close relationship with The Mighty Brain. He also runs his own blog, funnily enough called The Day The Universe Died.

Paul Morrison (PaulEMoz – UK) – Staff Writer
Paul is an expert on C64 games and the history of the programmers behind them – he has a passion for the untold stories of the development teams behind the games. He contributes game reviews and developer features such as interviews, as well as proof reading. He is currently writing a book called They Were Our Gods which is the story of the games and the people behind them. Paul runs his own blog at They Were Our Gods.

Shane Wood (Zap – Australia) – Webmaster
Shane quietly plugs away at the Reset website which he coded entirely from scratch, the old school way. He has a million ideas which he will slowly implement. Shane runs Commodore 8-bit and also contributes to several other projects. He also organises the annual Brisbane Commodore Night!

Kevin went on to tell us that, “each submission by staff and contributors isn’t necessarily following a particular formula or request by me, but in fact the author writing about their particular specialty and passion about the computer we all love. Hopefully that passion and love for the scene comes out in the writing, because it is completely genuine. Most of the writers/contributors come up with their own ideas and go for it, so they are genuinely writing about their area of expertise and what they love about the C64”. That sounds pretty good to us!

If you are a regular on Commodore related forums, you will recognise the above Reset folks – very knowledgeable people indeed. Even our good friends, Anthony Stiller and Cameron Davis contribute regularly on the magazine. You never know, even yours truly might submit a few Commodore loving articles for future Reset issues – stay tuned!

If you are a Commodore fan, user, dabbler or whatever category you fit into, RESET is for you. It will no doubt provide you with enjoyable content, no matter which corner of the globe you reside in. Head on over to the RESET site and download the first two issues now!

RESET_mag_issue1

Reset_issue2

image source: Reset Magazine

Filed Under: Announcements Tagged With: Australian made, C64, RESET, Reset Magazine, Reset publication

Retro Gaming TV Commercials

March 14, 2014 By ausretrogamer

AtariSummer

Remember the old “Are you keeping up with the Commodore” television commercial? Or who could forget the ‘Atari Summer‘ promotion for their 5200?

The advertising wars weren’t just confined to print media. There were shots fired via television commercials by all major players. Commodore focused on the family unit and pushed their C64 as a home computer for the entire family to enjoy. Atari on the other hand chose to sex it up when it was time to peddle their ill-fated 5200 Super System.

Sega played it safe when it came to introducing the west to their 8-bit Master System by depicting a family (minus mum!) having fun with their arcade conversions. Meanwhile, Nintendo hit hard in the USA with their 1985 commercial, introducing us to R.O.B, the Zapper gun and their 8-bit console beauty, the NES. The rest, as they say, is history.

Take a trip down nostalgia lane and relive the television commercials that introduced us to our most beloved systems.

Are You Keeping Up – Commodore 64

source: gamemusicparadise

Nobody’s Hotter Than Atari This Summer

source: DigThatBoxRETRO

The Challenge Will Always Be There – Sega

source: robatsea2009

The Birth Of The Nintendo Entertainment System

source: DigThatBoxRETRO

Filed Under: History Tagged With: 1980s, Advertising, Atari, C64, Commodore, nintendo, sega, TV Commercials, video

C64: A Visual Commpendium

March 9, 2014 By ausretrogamer

c64_BookCommodore 64: a visual commpendium is a book that celebrates the beauty of the greatest home computer ever made.

A campaign to create this book will launch as a Kickstarter on April 1, 2014. This is a call to action and is no April Fools’ Day joke! Mark this date in your diary and support this great campaign.

c64_Comm64Created by lifelong Commodore 64 fan and Graphic Designer Sam Dyer, the final book will feature 200+ pages of lovingly designed and beautifully printed artwork. Unlike other Commodore 64 books, it will celebrate the visual side of the computer in a way that has never been seen before.

c64_Turrican2It will be packed full of artwork by Oliver Frey, game art, reviews, loading screens, game maps and photography. The foreword will be written by legendary Sensible Software Graphic Artist Stoo Cambridge.


source: MrSid64

____________________________________________________________________________________________________________________

c64_SamAbout Sam
Sam has over 10 years experience as an award winning professional Graphic Designer, working for agencies in London and also in the South West of England. His passion for design and also the Commodore 64, mean that he is ideally placed to create this book to the highest possible standard.
Follow Sam (aka: MrSidc64) on Twitter

 

C64_BitmapAbout Bitmap Books
A new publisher specialising in beautifully designed and produced books all about video games. Commodore 64: a visual commpendium is the first book by Bitmap Books.

 

Filed Under: Announcements Tagged With: C64, C64: A Visual Commpendium, Commodore 64, Kickstarter

Press Play: Loader Music

February 28, 2014 By ausretrogamer

C64_load

How many of you recall the days when games were loaded from tape? The collective sigh is deafening! With head alignment and azimuth adjustment to throw in the mix, it was always a gamble when loading games from this primitive media. Don’t get me wrong, the nostalgia is still strong when rewinding a tape for the fifth time and pressing PLAY to reload the same game.

When it came to loading a game from tape, your patience was further tested (and eroded) with the length of time it took to complete the load of a game. It wasn’t uncommon for games to take up to 47 minutes to load (yes, I am looking at you Arnie’s America’s Cup Challenge!). We used that time to shoot some hoops or play some cricket in the backyard. Once time had passed, we would go back inside to either find the game loaded, or that dreaded decompression screen on an endless loop. ARRGGHHH!

tape

How could the loading be made more tolerable? Developers came up with a novel idea – putting load music to entertain the poor souls that endured long loading times. This was exactly what companies like Ocean did. Their Ocean Loader music has become synonymous with popular C64 chiptunes. It was a great way for time to pass while the game loaded. There were (Ed: still are) many memorable loading tunes, but one that sticks in mind is Jonathan Dunn’s Ocean Loader 4! 


source: PeyserCommodore

Other memorable loading tunes that compensated for the long and frustrating wait of loading a game were The Last Ninja 2, Hawkeye and Sanxion.

There were also innovative loading screens and music that were entertaining for gamers. Thalamus‘ Mix-E-Load innovation was implemented on their 1987 release, Delta. The Mix-E-Load allowed the gamer to remix the loading music by adjusting the effects. Created by Gary Liddon and featuring tunes by Rob Hubbard, it provided entertainment during long load times. Very clever stuff indeed.


source: viking120373

Another great innovation to help ease the loading pain was Mastertronic‘s Invade-a-Load, a clever loading system that let the gamer play a Space Invaders clone while waiting impatiently for their game to start.


source: dwayne2005

We may have come a long way since tape loading, but the nostalgia to load games from tape grows stronger with each passing year. If you still have your Commodore 1530 C2N Datasette, take it out of storage and load up a cassette game, preferably one that has loading music.

Filed Under: History Tagged With: C64, chiptunes, Invade-E-Load, Loading Music, Mix-E-Load, Press Play, Retro Gaming, Tape Loading

C64: Flappy Bird

February 25, 2014 By ausretrogamer

flappy64_screen_j

I honestly thought that we were done and dusted with the whole Flappy Bird thing. We already had our fun with Flappy3D-VR on the Oculus Rift. Seems like the little bird has a bit of fight in it yet!

Drum roll please, I now present to you – the 8-bit version of Flappy Bird for the Commodore 64! I must admit, the game does suit the 8-bit system quite well – mmmm, all those lovely sprites. Download it now and have a go. I’ll get my TAC-2 joystick ready!


source: Sos Sosowski

Filed Under: Retro Gaming Culture Tagged With: 8-bit, C64, Download, Flappy Bird, video

Interview with Bob Yannes: SID Chip Inventor

February 17, 2014 By ausretrogamer

What a coup it would have been if we were able to interview the creator of the SID chip, Mr. Robert (Bob) Yannes. Instead, we found an interview from August 1996 with Bob and Andreas Varga. We thought that the interview was insightful and still relevant to be shared (unedited) with all SID fans and retro gaming enthusiasts. Read on!

SID

Andreas Varga [AV]: Did you foresee that people would actually treat your little VLSI-chip like an instrument?
Bob Yannes [BY]: Actually, I was an electronic music hobbyist before I started working for MOS Technology (one of Commodore’s chip divisions at the time) and before I knew anything at all about VLSI chip design. One of the reasons I was hired was my knowledge of music synthesis was deemed valuable for future MOS/Commodore products. When I designed the SID chip, I was attempting to create a single-chip synthesizer voice which hopefully would find it’s way into polyphonic/polytimbral synthesizers.

AV: Are you aware of the existence of programs like SIDPLAY, PlaySID,… which emulate the SID chip up to the smallest click ?
BY: I only recently became aware of them (through your website). I’m afraid I haven’t thought much about SID in the last 15 years…I am constantly amazed and gratified at the number of people who have been positively affected by the SID chip and the Commodore 64 (which I also designed) and who continue to do productive things with them despite their “obsolescence”.

AV: Have you heard the tunes by Rob Hubbard, Martin Galway, Tim Follin, Jeroen Tel, and all the other composers ?
BY: I’m afraid not, are recordings available in the US?

AV: Did you believe this was possible to do with your chip?
BY: Since I haven’t heard them I’m not sure what we are talking about, however, I did design the SID chip with enough resolution to produce high-quality music. I was never able to refine the Signal-to-noise ratio to the level I wanted, though.

EnsoniqLogo

AV: How much of the architecture in the SID inspired you when working with the Ensoniq synthesizers?
BY: The SID chip was my first attempt at a phase-accumulating oscillator, which is the heart of all wavetable synthesis systems. Due to time constraints, the oscillators in SID were not multiplexed, therefore they took up a lot of chip area, constraining the number of voices I could fit on a chip. All ENSONIQ sound chips use a multiplexed oscillator which allows us to produce at least 32 voices per chip. Aside from that, little else of SID is to be found in our designs, which more closely resemble the Mountain Computer sound card for the Apple II (the basis of the Alpha Syntauri system). The DOC I chip (used in the Mirage and ESQ-1) was modeled on this sound card. Our current designs, which include waveform interpolation, digital filters and digital effects are new designs that aren’t really based on anything other than our imaginations.

AV: How big impact do you think the SID had on the synthesizer industry?
BY: Well, I don’t think it had much impact on the synthesizer industry. I remember once at Commodore that Sequential Circuits was interested in buying the chip, but nothing ever came of it. My intention in designing the chip (since MOS Technology was a merchant semiconductor house at the time and sold chips to the outside world) was to be able to sell the SID chip to synthesizer manufacturers. SID chip production was completely consumed by the Commodore 64 and by the time chips were readily available, I had left Commodore and never had the opportunity to improve the fidelity of the chip.

AV: What would you have changed in the SIDs design, if you had a bigger budget from Commodore ?
BY: The issue wasn’t budget, it was development time and chip size constraints. The design/prototype/debug/production schedule of the SID chip, VIC II chip and Commodore 64 were incredibly tight (some would say impossibly tight)–we did things faster than Commodore had ever done before and were never able to repeat after! If I had had more time, I would have developed a proper MOS op-amp which would have eliminated the signal leakage which occurred when the volume of the voice was supposed to be zero. This lead to poor signal-to-noise ratio, although it could be dealt with by stopping the oscillator. It would also have greatly improved the filter, particularly in achieving high resonance. I originally planned to have an exponential look-up table to provide a direct translation for the equal-tempered scale, but it took up too much silicon and it was easy enough to do in software anyway.

AV: The SID is very complex for its time. Why didn’t you settle with an easier design ?
BY: I thought the sound chips on the market (including those in the Atari computers) were primitive and obviously had been designed by people who knew nothing about music. As I said previously, I was attempting to create a synthesizer chip which could be used in professional synthesizers.

AV: Do you still own a C64 (or another SID-equipped computer) ?
BY: Sure, I have a couple of them (including the portable), but I honestly haven’t turned them on in years.

AV: Did Commodore ever plan to build an improved successor to the SID ?
BY: I don’t know. After I left I don’t think there was anyone there who knew enough about music synthesis to do much more than improve the yield of the SID chip. I would have liked to have improved the SID chip before we had to release to production, but I doubt it would have made any difference to the success of the Commodore 64.

sid_C64

AV: Can you give us a short overview of the SID internal architecture ?
BY: It’s pretty brute-force, I didn’t have time to be elegant. Each “voice” consisted of an Oscillator, a Waveform Generator, a Waveform Selector, a Waveform D/A converter, a Multiplying D/A converter for amplitude control and an Envelope Generator for modulation. The analog output of each voice could be sent through a Multimode Analog Filter or bypass the filter and a final Multiplying D/A converter provided overall manual volume control.

As I recall, the Oscillator is a 24-bit phase-accumulating design of which thelower 16-bits are programmable for pitch control. The output of the accumulator goes directly to a D/A converter through a waveform selector. Normally, the output of a phase-accumulating oscillator would be used as an address into memory which contained a wavetable, but SID had to be entirely self-contained and there was no room at all for a wavetable on the chip.

The Sawtooth waveform was created by sending the upper 12-bits of the accumulator to the 12-bit Waveform D/A.

The Triangle waveform was created by using the MSB of the accumulator to invert the remaining upper 11 accumulator bits using EXOR gates. These 11 bits were then left-shifted (throwing away the MSB) and sent to the Waveform D/A (so the resolution of the triangle waveform was half that of the sawtooth, but the amplitude and frequency were the same).

The Pulse waveform was created by sending the upper 12-bits of the accumulator to a 12-bit digital comparator. The output of the comparator was either a one or a zero. This single output was then sent to all 12 bits of the Waveform D/A.

The Noise waveform was created using a 23-bit pseudo-random sequence generator (i.e., a shift register with specific outputs fed back to the input through combinatorial logic). The shift register was clocked by one of the intermediate bits of the accumulator to keep the frequency content of the noise waveform relatively the same as the pitched waveforms. The upper 12-bits of the shift register were sent to the Waveform D/A.

Since all of the waveforms were just digital bits, the Waveform Selector consisted of multiplexers that selected which waveform bits would be sent to the Waveform D/A. The multiplexers were single transistors and did not provide a “lock-out”, allowing combinations of the waveforms to be selected. The combination was actually a logical ANDing of the bits of each waveform, which produced unpredictable results, so I didn’t encourage this, especially since it could lock up the pseudo-random sequence generator by filling it with zeroes.

The output of the Waveform D/A (which was an analog voltage at this point) was fed into the reference input of an 8-bit multiplying D/A, creating a DCA (digitally-controlled-amplifier). The digital control word which modulated the amplitude of the waveform came from the Envelope Generator.

The Envelope Generator was simply an 8-bit up/down counter which, when triggered by the Gate bit, counted from 0 to 255 at the Attack rate, from 255 down to the programmed Sustain value at the Decay rate, remained at the Sustain value until the Gate bit was cleared then counted down from the Sustain value to 0 at the Release rate.

A programmable frequency divider was used to set the various rates (unfortunately I don’t remember how many bits the divider was, either 12 or 16 bits). A small look-up table translated the 16 register-programmable values to the appropriate number to load into the frequency divider. Depending on what state the Envelope Generator was in (i.e. ADS or R), the appropriate register would be selected and that number would be translated and loaded into the divider. Obviously it would have been better to have individual bit control of the divider which would have provided great resolution for each rate, however I did not have enough silicon area for a lot of register bits. Using this approach, I was able to cram a wide range of rates into 4 bits, allowing the ADSR to be defined in two bytes instead of eight. The actual numbers in the look-up table were arrived at subjectively by setting up typical patches on a Sequential Circuits Pro-1 and measuring the envelope times by ear (which is why the available rates seem strange)!

In order to more closely model the exponential decay of sounds, another look-up table on the output of the Envelope Generator would sequentially divide the clock to the Envelope Generator by two at specific counts in the Decay and Release cycles. This created a piece-wise linear approximation of an exponential. I was particularly happy how well this worked considering the simplicity of the circuitry. The Attack, however, was linear, but this sounded fine.

A digital comparator was used for the Sustain function. The upper four bits of the Up/Down counter were compared to the programmed Sustain value and would stop the clock to the Envelope Generator when the counter counted down to the Sustain value. This created 16 linearly spaced sustain levels without havingto go through a look-up table translation between the 4-bit register value and the 8-bit Envelope Generator output. It also meant that sustain levels were adjustable in steps of 16. Again, more register bits would have provided higher resolution.

When the Gate bit was cleared, the clock would again be enabled, allowing the counter to count down to zero. Like an analog envelope generator, the SID Envelope Generator would track the Sustain level if it was changed to a lower value during the Sustain portion of the envelope, however, it would not count UP if the Sustain level were set higher.

The 8-bit output of the Envelope Generator was then sent to the Multiplying D/A converter to modulate the amplitude of the selected Oscillator Waveform (to be technically accurate, actually the waveform was modulating the output of the Envelope Generator, but the result is the same).

Hard Sync was accomplished by clearing the accumulator of an Oscillator based on the accumulator MSB of the previous oscillator.

Ring Modulation was accomplished by substituting the accumulator MSB of an oscillator in the EXOR function of the triangle waveform generator with the accumulator MSB of the previous oscillator. That is why the triangle waveform must be selected to use Ring Modulation.

The Filter was a classic multi-mode (state variable) VCF design. There was no way to create a variable transconductance amplifier in our NMOS process, so I simply used FETs as voltage-controlled resistors to control the cutoff frequency. An 11-bit D/A converter generates the control voltage for the FETs (it’s actually a 12-bit D/A, but the LSB had no audible affect so I disconnected it!).

Filter resonance was controlled by a 4-bit weighted resistor ladder. Each bit would turn on one of the weighted resistors and allow a portion of the output to feed back to the input. The state-variable design provided simultaneous low-pass, band-pass and high-pass outputs. Analog switches selected which combination of outputs were sent to the final amplifier (a notch filter was created by enabling both the high and low-pass outputs simultaneously).

The filter is the worst part of SID because I could not create high-gain op-amps in NMOS, which were essential to a resonant filter. In addition, the resistance of the FETs varied considerably with processing, so different lots of SID chips had different cutoff frequency characteristics. I knew it wouldn’t work very well, but it was better than nothing and I didn’t have time to make it better.

Analog switches were also used to either route an Oscillator output through or around the filter to the final amplifier. The final amp was a 4-bit multiplying D/A converter which allowed the volume of the output signal to be controlled. By stopping an Oscillator, it was possible to apply a DC voltage to this D/A. Audio could then be created by having the microprocessor write the Final Volume register in real-time. Game programs often used this method to synthesize speech or play “sampled” sounds.

An external audio input could also be mixed in at the final amp or processed through the filter.

The Modulation registers were probably never used since they could easily be simulated in software without having to give up a voice. For novice programmers they provided a way to create vibrato or filter sweeps without having to write much code (just read the value from the modulation register and write it back to the frequency register). These registers just give microprocessor access to the upper 8 bits of the instantaneous value of the waveform and envelope of Voice 3. Since you probably wouldn’t want to hear the modulation source in the audio output, an analog switch was provided to turn off the audio output of Voice 3.

AV: Any other interesting tidbits or anecdotes ?
BY: The funniest thing I remember was getting in a whole bunch of C-64 video games which had been written in Japan. The Japanese are so obsessed with technical specifications that they had written their code according to a SID spec. sheet (which I had written before SID prototypes even existed). Needless to say, the specs were not accurate. Rather than correct the obvious errors in their code, they produced games with out of tune sounds and filter settings that produced only quiet, muffled sound at the output. As far as they were concerned, it didn’t matter that their code sounded all wrong, they had written their code correctly according to the spec. and that was all that mattered!

____________________________________________________________________________________________________________________

NOTE: The original interview has since been lost to the sands of time on the internet. Luckily for us, the Internet Archive Wayback Machine salvaged the interview before it was lost forever.

 

Filed Under: History Tagged With: Bob Yannes, C64, chiptunes, interview, SID

Polybius: Music With Retro Technology

December 2, 2013 By ausretrogamer

This could be the coolest use of old home computers and consoles. We all love playing video games on these nostalgic time pieces, but Glasgow filmmaker, James Houston decided to use these so-called outdated relics for something totally unique, creating music!

JH
The setup!
image source: James Houston

James uses Sega Mega Drives, an Atari 2600 Jr, Game Boys, disused floppy disk drives and even a Commodore 64 amongst the repertoire of old equipment. The acoustics within the dry swimming pool just add to the awesome sound. Turn it up and enjoy!


source: James Houston

Filed Under: Retro Gaming Culture Tagged With: C64, Music, nintendo, Old Hardware, sega, video

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