• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer
  • About Us
  • Contact
  • Advertise
  • Privacy Policy
  • Shop

AUSRETROGAMER

The Pop-Culture E-Zine

  • Announcements
  • History
  • Retro Exploring
  • Retro Gaming Culture
  • Reviews
  • Modern Gaming
  • Podcasts
  • Pinball
You are here: Home / Archives for SID

SID

Chiptune Crash Course

June 1, 2016 By ausretrogamer

Chiptune_fly_02Have you always wanted to create chiptunes on old gaming systems? Do you get nostalgic at the sound of old video games? Even if you have a passing interest in computer music, you will appreciate the chiptune course that is on offer from online music school Soundfly!

DIY musicans rejoice, the guys at Soundfly have launched their new and free one-of-a-kind course to teach you how to make music using the sound chips of old video game systems. The course, titled Chiptune Crash Course – Getting Started With Chip Music is taught by critically acclaimed electronic artist Chipocrite, and uncovers how to make chiptune music using a Game Boy or your computer. Popularized by such artists as Anamanaguchi and Beck, chiptune music is definitely gaining momentum in pop culture.

Through this course, students will be introduced to the hardware, how it works, and how to set up a piece of software called LSDJ (Little Sound DJ on the Game Boy) to start making complex music right away. By the end of part one, you will be able to program your own version of the C major scale — a key first step in creating more elaborate tunes. Once you master part one, the natural progression will be to dive into more complicated arrangements using four channels. Wow, now that is exciting!

All you will need is a computer, an internet connection and the desire to make sweet chip music! The course is mobile friendly and can be accessed for free (yes, for FREE!) by anyone anywhere in the world. So what are you waiting for – get jiggy wit it!

Course: Chiptunes Crash Course – Getting Started With Chip Music
Provider: Soundfly
Instructor: Chipocrite

Chiptune_fb_01

Chiptune_fb_04

Chiptune_fb_02

Chiptune_fly_01

Chiptune_fb_03

source: Soundly

 

Filed Under: Retro Gaming Culture Tagged With: Anamanaguchi, chip music, chipocrite, Chiptune Crash Course, chiptunes, Create chiptunes, Free Chiptune course, LSDJ, retro tunes, SID

Press Play On Tape: Ultimate Chiptunes

September 17, 2015 By ausretrogamer

PPOT_eps6_HDRIt’s that time of month when Daz and yours truly get together and wreak havoc on the PRESS PLAY ON TAPE podcast. This time around we chat about holidaying in North America and chiptunes – from hitting the Toy Shack in Vegas, the C64’s SID chip and the Spectrum’s Beeper, to the Atari POKEY and everything in between, we leave no chips unturned!

After last month’s debacle with the publisher of choice, I wasn’t going to make the same mistake twice. For this podcast, my choice was Microprose – the publisher of serious games. As per usual, we hit the social media boards to read out your favourite chiptunes and Microprose games. So settle in and turn up the volume. Enjoy!

PRESS PLAY ON TAPE podcasts are available on iTunes and Podbean.

 

Filed Under: Podcasts Tagged With: 16-bit, 8-bit, chiptunes, Microprose, POKEY, press play on tape podcast, retrogaming, SID

SidTracker64: Create SID Chiptunes On Your iPad

September 10, 2015 By ausretrogamer

SidTracker64_HDRIf you don’t have a circuit bent synthesizer to create your awesome chiptune tracks, then SidTracker64 is the app you have been looking for! There is no need to fork out for expensive old equipment- you just need $16.99AUD (and your iPad) and you are ready to release your inner Rob Hubbard and Martin Galway tunes.

SidTracker64 is for everyone, from the absolute beginner (like myself) to the accomplished chiptunes maestro – you’ll be hard pressed not to find a feature you are looking for. When you fire up the app, you are greeted by the familiar C64 blue screen which then “loads” the synth control deck. You may be daunted at first with all the knobs, buttons and switches, but the helpful tutorial is only a swipe away. There are many and varied features within SidTracker64, and rather than regurgitating them here, check out the app on iTunes. Once you like what you see (we are confident you will be impressed like we were), buy the app, you won’t regret it! Now, If you excuse me, I’m gonna go back to creating that awesome Commando SID track *wink*.

No need to have expensive equipment – just grab SidTracker64 for your iPad to make those sweet SID chiptunes!SidTracker64_title

The familiar C64 screen greets you to the wonderful world of SidTracker64
SidTracker64_2

Your SID chiptune creating deck. Don’t be daunted, help is only a finger swipe away!
SidTracker64_1

There is an extensive tutorial system to get you started
SidTracker64_3_help

Look at all these functions! Never fear, help is always near!
SidTracker64_4

Gotta interact with your knobs!
SidTracker64_5

Edit your fave chiptunes and put your own spin on them!
SidTracker64_6

This is a muso’s dream come true!
SidTracker64_7

Oh man, the synth sound, it is music to my ears!
SidTracker64_8

Catch those awesome waves!
SidTracker64_9

Give me a (drum) beat!
SidTracker64_10

This will get the heart racing!
SidTracker64_11

Midi Madness!
SidTracker64_12

source: SidTracker64

 

Filed Under: Retro Gaming Culture Tagged With: C64, chiptunes, Create chiptunes, iTunes, Retrocomputing, retrogaming, Rob Hubbard, SID, SidTracker64

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

Ultimate C64 Chiptunes

August 21, 2013 By ausretrogamer

C64_breadbox

In all honesty, picking my favourite C64 chiptune is like finding a needle in a haystack – it’s impossible. With maestros like Hubbard, Dunn, Follin, Dalglish, Maniacs of Noise, Tinman, Tel, Galway to name a few, the task is all the more daunting.

Like any ‘best of’ list, it is all subjective and down to personal taste. I had the pleasure in narrowing my all time favourite chiptunes to my ultimate top 25.

Let the nostalgic SID sounds wash over you!

#25 Paperboy [composer: Mark Cooksey]

source: gdreyband

#24 Operation Wolf [composer: Jonathan Dunn]

source: NOTHING

#23 Super Monaco Grand Prix [composer: Jeroen Tel / Maniacs of Noise]

source: cheetahman91

#22 Hawkeye [composer: Jeroen Tel / Maniacs of Noise]

source: comppi

#21 Bubble Bobble [composer: Peter Clarke]

source: PeyserCommodore

#20 Run The Gauntlet [composer: Jonathan Dunn]

source: lordtrumpy

#19 Golden Axe [composer: Jeroen Tel]

source: lordtrumpy

#18 Ocean Loader 4 [composer: Jonathan Dunn]

source: PeyserCommodore

#17 WEC Le Mans [composer: Jonathan Dunn]

source: Hans Perters

#16 R-Type [composer: Chris Hülsbeck & Ramiro Vaca]

source: th3l3fty

#15 Parallax [composer: Martin Galway]

source: gdreyband

#14 Sanxion [composer: Rob Hubbard]

source: CaseOfGlass

#13 Comic Bakery [composer: Martin Galway]

source: gdreyband

#12 Red Heat [composer: Jonathan Dunn]

source: NOTHING

#11 The Great Giana Sisters (Menu Theme) [composer: Chris Hülsbeck]

source: PeyserCommodore

#10 Myth [composer: Jeroen Tel]

source: cheetahman91

#9 Last Ninja 2 [composer: Matt Gray]

source: Manialt

#8 Cybernoid [composer: Jeroen Tel / Maniacs of Noise]

source: inphanta

#7 Skate or Die [composer: Rob Hubbard]

source: Darcal2

#6 BMX Kidz [composer: Rob Hubbard & Jori Olkkonen]

source: Manialt

#5 IK/IK+ [composer: Rob Hubbard] – these could not be split! Absolute classics!

source: manialt


source: cheetahman91

#4 Mega Apocalypse [composer: Rob Hubbard]

source: Luzifer217

#3 L.E.D. Storm [composer: Tim Follin]

source: NOTHING

#2 Turbo Outrun [composer: Jeroen Tel / Maniacs of Noise]

source: cheetahman91

#1 Zamzara [composer: Charles Deenen / Maniacs of Noise]  – wait till you get to 1:55 !

source: inphanta

There you have it – the ultimate 25 C64 chiptunes. Controversial list? You be the judge.

Like with any pleasure, there is the agony – the agony of leaving out music from: Arkanoid, Bionic Commando, Robocop, The Untouchables, Rastan Saga, Dragon Ninja, Dan Dare 3, Yie Ar Kung Fu, Midnight Resistance and most agonising of all, Commando – sorry Mr Hubbard.




Filed Under: History Tagged With: 80s, BGM, C64, C64 Month, chiptunes, Commodore 64, Jeroen Tel, LED Storm, Maniacs of Noise, Music, Retro Gaming, retro music, SID, SID chiptunes, SID tunes, Turbo Outrun, Zamzara

Chiptune: L.E.D. Storm

September 17, 2012 By ausretrogamer

Being avid C64 gamers, we often get asked (quite often actually) if we have a favourite C64 chiptune from that era.

Picking one favourite out of a sea of fantastic chiptunes is literally like finding a needle in a haystack. C64 music from maestros like Rob Hubbard, Matt Gray, Jeroen Tel, Ben Daglish, Steve Rowlands, Martin Galway and Tim Follin spring to mind immediately.

Who could forget the mesmerising IK+ tune by Mr Hubbard or Matt Gray’s aural pleasure in Last Ninja 2. There is one chiptune that does stand out for us (sorry Zamzara by Charles Deened), which is Tim Follin’s L.E.D. Storm riff based on Deep Purple’s ‘Smoke On The Water’ – so, sit back, relax and take in this awesome 8-bit SID tune.

If you have a favourite chiptune, please share it with us via Twitter or Facebook!




Filed Under: Retro Gaming Culture Tagged With: BGM, C64, C64 SID, Charles Deenen, chiptunes, Deep Purple, Jeroen Tel, LED Storm, Maniacs of Noise, Martin Galway, Music, Retro Gaming, Rob Hubbard, SID, SID tunes, Smoke on the water, Tim Follin, Zamzara

  • « Go to Previous Page
  • Page 1
  • Page 2

Primary Sidebar

Follow Us

FacebookInstagramYoutTubeTumblrFollow Us on RSSFollow Us on MastodonFollow Us on BlueskyFollow Us on Threads

Search

Shout Us A Coffee!

Recent Posts

  • Ping Pong + Space Invaders = Bit.Pong
  • Yippee Ki‑Yay! The Ultimate Die Hard Pinball Machine Is Real
  • A Wall of Retro Memories – Curated by the One and Only Ms. Ausretrogamer!
  • Voice Acting in the ‘Arkham Trilogy’
  • ROGUEish Brings Dungeon-Delving Delight to the Commodore 64

Ad

Footer

© 2012 – 2025 – ausretrogamer (The Australian Retro Gamer E-Zine). All rights reserved. Where appropriate, all trademarks and copyrighted materials remain property of their respective owners.

Terms & Conditions | Disclaimer

Advertise | About | Contact | Links

Please see our Privacy Policy for details on how we treat your personal information.

Support This Site

If you like what we do, you can shout us a coffee on Ko-fi :-)

Copyright © 2025 · News Pro on Genesis Framework · WordPress · Log in