It was so nice to freak out with samples on this one. I had 3 SID channels to play around with not having to worry the drums or bass line taking up most of the channels. At some points (Like around 5:00 and 9:40) I could do full chords instead of having to use arpeggios to save channels for the melody / drums / bass. That was so awesome at the time! Thanks for the upload, Rolf! ;-)
Jeroen Tel is the reason why I listen to chip tunes, and everything he produced will always be with me, not only for being impressive, but for being incredibly nice tunes.
If it had really been meant to sound like tree, it would have been such an awesome wordplay on the gameplay! I think I spent most of my time with this game wrapped around trees.. Great tune!
I like these tunes very much. As a teenager I used to turn the TV's volume to the max and enjoy listening to the Turbo Outrun intro and title music (often dancing to it) as soon as I discovered this game. Now I have a 1.5KW full range sound system at home (15" Celestion drivers + Selenium D220Ti tweeters for those of you who know what's what in stage audio) and I blast the C64 tunes through these speakers whenever I want to. Because I can. For pleasure. \o/ Jealous already? ;)
Okay, so I figured it out at last! Top one is leads, mid two are arps, lowest part(and this is... quite unique and weird for C64 music) is actually a channel that makes multiple sounds at once. It does the drums and the bass along with some of the percussion. I've always thought this song was quite complex for C64 standards, but seeing it like this... It makes me realize just how much they had to cope with the limitations of the system.
The "fourth" channel isn't real. It's exploiting a quirk of the volume register to play back a PCM sample. The top three are the normal three SID voices.
I so often loaded just as far as the title screen purely to hear these two amazing tracks. I know the game was superb too, but who's got *that* long to hang around!?
Bruce Alexander Exactly. If I recall, Hubbard was one of the first (if not THE first) to use this "sample bug", on Skate or Die. Which is an amazing soundtrack as well.
Didn't know that. I did some research and apparently Galway was the first to take advantage of the SID's volume register in order to simulate a fourth channel. However he didn't actually use samples, but created the sounds himself via code. I know that eventually he made a custom version of the Arkanoid's soundtrack using 4-bit samples. Hubbard was maybe the first who included an electric guitar sample in a SID tune.
I agree, in music there's so much SPAM these days. Although, there is great new music out there, you just have to dig deeper to find it. Soundcloud is a goldmine for it, believe me! Some songs with almost no "hits" are absolute genius. Most of it is down to how people #tag their songs or how they promote it from the outside in. Keep lookin', it's out there. I hope you guys found "Tess & Tel" on youtube and Soundcloud. ;-)
8 months later and make that 6. The Spectrum was both capable yet not at the same time. It was more like the Master System's sound chip (Well, not too far off really) so it could not perform near as complex as the C64. The only thing with the Speccy is that it has a much bigger following with it being a much cheaper micro than the Commodore meaning people will have a larger bias, especially if they were one of those kids in the playground arguing about which micro was better. Yes, the Spectrum in the end had more memory but it was hindered in every other way, both video and sound wise. I myself am only 16 but have been brought up under the use of old micros to respect what tech was like in the past. I wonder if the conflict between the Spectrum and C64 will ever end. Who knows? It may never end! Good day!
probably not. XD Hey, at least you weren't one of those people (like me) that owned an Atari 800XL... That machine wasn't exactly weak, but it failed. Hard. Against pretty much everything. (mostly not for technical reasons though) Granted I had one around 1990, so the 8 bit micro wars were long gone by then... The primary hobby of Atari 8 bit coders nowadays seems to be to see just how far you can push ANTIC + GTIA... Quite far it turns out. (if the 4096 colour JPEG image viewer is anything to go by. XD) Nothing about getting high end graphics out of an Atari 8 bit is remotely straightforward. (with only straightforward basic techniques it gives worse results than a c64, for sure. But when pushed it seems to do things that seem unthinkable for an 8 bit system) None of this has anything to do sound of course. Pokey is... Well, it's not the worst thing ever, but it's certainly no SID chip. It can come close if you try hard enough I guess... (and sample playback of a sort is a feature, and not a hack), but still. Otherwise nothing but square waves as far as the eye can see... XD
@@RaposaCadela And before anyone reading this might consider this unlikely, remember that Sunsoft ported the C64 Platoon to the NES- complete with Jonathan Dunn's score for the game. Whether the sampling Sunsoft madlads took inspiration from our dear Jeroen Tel though, that remains to be answered.
People do not even know how much ahead of its time was this or in general C64 music programming - and by extension any kind of coding for the machines of the time. Most programmers nowadays are python API-callers that would not even be able to read that 6502 asm source, let alone to write it at 17 years old. I'm not saying this because I was too, in my little own, a coder in the Amiga demoscene at the time, but because the C64 and Amiga epoch (the 80s and the early 90s) are not credited enough, imho, in the history of informatics and digital arts.
I'm constantly amazed with what people could make these old machines do. Especially once I really started to look into how they worked. Sound especially seems like a pain, given the timing constraints and the interaction between sound, video display and CPU time. I can certainly see why the 16 bit consoles all had a dedicated co-processor for sound. OK, so personally I've mostly messed around with my 800XL, and while Pokey has rather different qualities and features to the SID chip, the basic principles of getting it to produce any recognisable melody don't seem to be vastly different. Getting anything to update at anything other than either 50 or 60 hz (depending on whether it's a PAL or NTSC system) or an integer fraction thereof seems especially difficult. Which is... OK, sure, 3000... 'notes' per minute? But for sample playback it's extremely low... I'm impressed with how long this track is too. Where do you find the space for it all in just 64k of memory? XD Anyway, not like I'll ever get any decent sounds out of these old systems. I simply have no musical talent. I can code, and I can draw moderately decent artwork, but when trying to compose a tune I'm completely lost...
Nice to see Turbo OutRun [C64]'s Magical Sound Shower get the same treatment as the other SID music you've uploaded. Because I'm a SEGA fan, it was those conversions which Jeroen worked on that got me really liking SID music and foremost his work. Great take on a classic SEGA game and one of SEGA's most famous arcade tracks, Magical Sound Shower. Along with that, the SEGA shop music from Fantasy Zone also gets heard in this. Which I also love. Now a question for the man himself, if he sees this upload and comment. Is it "One, two, three"? Or "One, two, tree"?
Jeroen Tel Thanks for the reply. I read that on Wikipedia, but the source link seemed to be dead. You said it as tree, because three sounded like free, didn't you? Like what VHS said.
Yes, when I tried to sample "three" it sounded like "free" because of the 4-bit and low k sample-rate. In the end sampling "tree!" gave the best result for sounding like "three". ;-)
It's interesting reading this writeup about the 4bit vs 3bit samples.... I've always been of the (unpopular) opinion that the second title track from this is one of the best digi tunes on the c64, because the samples don't mess with the SID channels nearly as much as they do in the first (and, as another example, in Galway's Game Over title track - a track which sounds much better in the old PSID format with fake samples due to the lack of that distortion. Maybe I should try and hack it to work that way.... but for another day...).
Thanks for this, I hadn't heard this one before. I like it a lot. If you take requests then anything from Master of the Lamps (by Russell Lieblich) would be great. It's a game I would play mostly to listen to the music.
Are you talking about the resolution of the waveforms? As far as i know about the SID Chip (Which is from reading, I'm from the 2001 so... no much experience xD): It didn't have a sample table, it used pure logic electronics to accomplish that waveshapes, that's what makes it so unique. Plus, it uses a 24bit counter to sample them, so yeah, plenty of room to make really smooth waves. Added to that it uses low pass filters which adds an extra smoothness.
As far as I know, with the tracker I use (I don't know about Fast Tracker II, which is what he used), but essentially what a sample is is instead of square waves or triangle (etc) it's the sample. Which means you can play it as if it's just a synth, I'm pretty sure that's how most samples work anyway.
I think @Donald Thompson 's answer is the most close one. I finally get that the question was about if per every note there's a different sample which represents a different frequency. - So, @Train 's answer is also good, as it pretty much proves that this was made using one single sample per instrument and then being re-pitched before sending it to the SID. Although, it could be just one long stream of data being repeated (? idk. As i said, i never had the experience to use this hardware and probably never would xD
beautiful as always :) very interesting all information about digital tracks... where did you get these? also the information about the filters it's important because, according with dump file, filter used on intro theme is low+band pass
Not silent as such. But later chips played back samples much quieter. Mine was sort of in the middle. I really had to crank the volume up to enjoy them... Much to my parents annoyance.
Jeoren Tel did a masterful job of recreating the main theme here. On top of that it's very impressive technically of course. It's not something I'd personally listen to other than as a cool reminder of how Jeoren did this sort of thing better than anyone. To be fair it's not an especially nice piece though outside of this. Lets please also not forget that amazing main tune itself from the fabulous mind of Hiroshi Kawaguchi who's early Sega tunes are pretty much unmatched as far pure melody goes
Awesome upload, thanks for making this! Out of curiosity, what's going on with the BNE at $00B1? Given that the LDA before it loads a nonzero constant, it should always be taken, right? How does the rest of the code ever run? Am I going nuts?
I'll drop this here, I noticed in the source code of SidWiz that the waves are rendered upside down! I thought the upside-down sawtooth was a SID thing but I guess not!
Woops, they looked so sharp I didn't notice they were filtered :) Anyway I'm practically in love with SidWiz, currently rendering an entire demo with the waves overlayed. I'll upload it some time in the next few days if you're interested.
I have to admit, I was never a fan of the arpeggios generally found in computer game music of the 80's and 90's and always preferred games console music. Unfortunately that arpeggio sound made it onto the Sega Master System in it's later years as more British producers started to launch titles on the console. Thankfully, 16 bit consoles had either stereo FM soundchips and facilities for PCM samples. Soundcards for PCs came to prominence and the Amiga was a master for sampling too.
This tune uses samples that are being played by modifying the upper 4 bits of the volume register. It doesn't alter the volume but it does produce an click which can be used to play 4-bit samples.
SidWiz is written using components of the .NET Framework. There's pretty much no way to properly port all of it's functions to JavaScript. Even if you did, any webpage that would process files in that manner would need to request direct access to files on your computer. It wouldn't be any safer then just downloading and running it. If you're worried about the security of the program, you can look at the code to see what it does before compiling and running it, as it's been provided as source code.
@@theLuigiFan0007Productions Two years later, I'm no longer concerned about viruses and malware threats in these programs. I just scan them using the VirusTotal website.
I am confused. The sid has 3 audio oscillators, or FM channels. My experience with digitized audio on the C64 was it was simply a rapid manipulation of all 3 FM channels to forge the digitized audio sound. Unless this is using the 2nd stereo sid chip, what is producing the digital channel?
It's a hardware hack where you change the volume register quickly, which generates a tick. If done often enough, you can play 4-bit samples on an additional channel. However, this only works on the 6581 SID. (You need to solder a resistor between two pins for it to work on the 8580 as well)
A "Bug" in the 6581 lets you play 4-bit samples by tweaking the upper 4 bits of the volume register at 54296. It was "fixed" in the 8580; on an 8580 the sample would be silent. You can "reinstate" the "bug" by soldering a resistor across two pins (I forget which two). That's how Jeroen got 4 channels from a 3-channel chip.
A "Bug" in the 6581 lets you play 4-bit samples by tweaking the upper 4 bits of the volume register at 54296. It was "fixed" in the 8580; on an 8580 the sample would be silent. You can "reinstate" the "bug" by soldering a resistor across two pins (I forget which two). That's how Jeroen got 4 channels from a 3-channel chip.
It's a trick with the SID chip, essentially they're exploiting a bug in the chip that caused clicking when the volume register value was altered. By continualy altering it fast enough, 4 bit samples could be played separately from the three SID voices. It's very clever programming.
It was so nice to freak out with samples on this one. I had 3 SID channels to play around with not having to worry the drums or bass line taking up most of the channels. At some points (Like around 5:00 and 9:40) I could do full chords instead of having to use arpeggios to save channels for the melody / drums / bass. That was so awesome at the time! Thanks for the upload, Rolf! ;-)
Amazing what you could with the SID chip Jeroen - you are a master
Jeroen Tel The God himself approves of this upload! xD
Do you remember how the samples were digitized for this? Was there any special hardware involved?
What an amazing tune! :)
And again thanks for the music! :)
JEROEN TEL I LOVE YOUUU!!!
Jeroen Tel is the reason why I listen to chip tunes, and everything he produced will always be with me, not only for being impressive, but for being incredibly nice tunes.
+BrutalSystem I'm honored and humbled!
Definetly, the most crazy C64 soundtrack of Jeroen Tel.
"Um, Outrun"
"One, Two, Three, Blagh Outrun!"
"Brake Sound"
"Yeahh!"
"Hey?"
I hear "One, two, three, hit it, o-o-outrun"
:)
he says one, two, tree, hit it :):)
I heard the same as ZXRulezzz - Cool user name too
Yes, because "three" sounded like "free" in the 4-bit recording of the samples. ;-)
If it had really been meant to sound like tree, it would have been such an awesome wordplay on the gameplay! I think I spent most of my time with this game wrapped around trees.. Great tune!
I like these tunes very much. As a teenager I used to turn the TV's volume to the max and enjoy listening to the Turbo Outrun intro and title music (often dancing to it) as soon as I discovered this game. Now I have a 1.5KW full range sound system at home (15" Celestion drivers + Selenium D220Ti tweeters for those of you who know what's what in stage audio) and I blast the C64 tunes through these speakers whenever I want to. Because I can. For pleasure. \o/ Jealous already? ;)
Yep, REALLY jelly!
Okay, so I figured it out at last! Top one is leads, mid two are arps, lowest part(and this is... quite unique and weird for C64 music) is actually a channel that makes multiple sounds at once. It does the drums and the bass along with some of the percussion. I've always thought this song was quite complex for C64 standards, but seeing it like this... It makes me realize just how much they had to cope with the limitations of the system.
The "fourth" channel isn't real. It's exploiting a quirk of the volume register to play back a PCM sample. The top three are the normal three SID voices.
1:27 WTF i dont expected beign rickrolled like that LOL
Thanks now I can't unhear it
WTF
I so often loaded just as far as the title screen purely to hear these two amazing tracks. I know the game was superb too, but who's got *that* long to hang around!?
gotta love that bass.
I've always wanted to see the inner workings of this technical achievement!
This is incredible. Jeroen Tel was a god on the sid chip.
Same thing as Rob Hubbard.
Bruce Alexander Exactly. If I recall, Hubbard was one of the first (if not THE first) to use this "sample bug", on Skate or Die. Which is an amazing soundtrack as well.
The first samples (included with a SID song) I heard were in the Arkanoid title track by Martin Galway.
Didn't know that. I did some research and apparently Galway was the first to take advantage of the SID's volume register in order to simulate a fourth channel. However he didn't actually use samples, but created the sounds himself via code. I know that eventually he made a custom version of the Arkanoid's soundtrack using 4-bit samples. Hubbard was maybe the first who included an electric guitar sample in a SID tune.
Skate or Die 2 only existed on the NES, and the title screen music took advantage of the 2A03's 7-bit PCM.
Jeroen Tel did hard work... this is still better than today's music
I agree, in music there's so much SPAM these days.
Although, there is great new music out there, you just have to dig deeper to find it. Soundcloud is a goldmine for it, believe me! Some songs with almost no "hits" are absolute genius. Most of it is down to how people #tag their songs or how they promote it from the outside in.
Keep lookin', it's out there.
I hope you guys found "Tess & Tel" on youtube and Soundcloud. ;-)
@@JeroenTel No, I did not find *Tess & Tel* until just now! 😁
@@JeroenTel No, I did not find *Tess & Tel* until just now! 😯😁
Sound of my childhood.
I heard sid sound everyday... Almost everybody hat a C64 here.
I still love this shit.
It seems like we have been visited by 2 disgruntled Spectrum owners :)
Haha! ;-)
8 months later and make that 6. The Spectrum was both capable yet not at the same time. It was more like the Master System's sound chip (Well, not too far off really) so it could not perform near as complex as the C64. The only thing with the Speccy is that it has a much bigger following with it being a much cheaper micro than the Commodore meaning people will have a larger bias, especially if they were one of those kids in the playground arguing about which micro was better. Yes, the Spectrum in the end had more memory but it was hindered in every other way, both video and sound wise.
I myself am only 16 but have been brought up under the use of old micros to respect what tech was like in the past.
I wonder if the conflict between the Spectrum and C64 will ever end. Who knows? It may never end!
Good day!
Hehe!
Maybe another 4 were lsdj chiptune composers...
probably not. XD
Hey, at least you weren't one of those people (like me) that owned an Atari 800XL...
That machine wasn't exactly weak, but it failed. Hard. Against pretty much everything. (mostly not for technical reasons though)
Granted I had one around 1990, so the 8 bit micro wars were long gone by then...
The primary hobby of Atari 8 bit coders nowadays seems to be to see just how far you can push ANTIC + GTIA...
Quite far it turns out. (if the 4096 colour JPEG image viewer is anything to go by. XD)
Nothing about getting high end graphics out of an Atari 8 bit is remotely straightforward. (with only straightforward basic techniques it gives worse results than a c64, for sure. But when pushed it seems to do things that seem unthinkable for an 8 bit system)
None of this has anything to do sound of course. Pokey is... Well, it's not the worst thing ever, but it's certainly no SID chip. It can come close if you try hard enough I guess... (and sample playback of a sort is a feature, and not a hack), but still. Otherwise nothing but square waves as far as the eye can see... XD
7 now
0:22 when the main theme starts is so good
(*) Songs with fourth hidden channel
( ) Songs without fourth hidden channel
It's not really a hidden channel. It's a glitch in the SID chip.
@@oscwavcommentaccount I know...
"Tree... hit it!" sums up how I play OutRun.
lmao
also you're the 200th comment so yeah congrats I guess
One of my favorite c64 song, thanks for sharing that crazy funk!
Turbo Outrun war sosolala... die Musik hat es zu dem gemacht, was es ist! 👍
I see that Tel took a hint from Sunsoft with that bassline.
Sunsoft didn't invent digitised basslines, and I'd be very surprised if that was an influence.
If anyone was taking hints, it was Sun Soft taking them from the C64
@@RaposaCadela And before anyone reading this might consider this unlikely, remember that Sunsoft ported the C64 Platoon to the NES- complete with Jonathan Dunn's score for the game. Whether the sampling Sunsoft madlads took inspiration from our dear Jeroen Tel though, that remains to be answered.
Brings me back to the good old days. Just awesome.
People do not even know how much ahead of its time was this or in general C64 music programming - and by extension any kind of coding for the machines of the time. Most programmers nowadays are python API-callers that would not even be able to read that 6502 asm source, let alone to write it at 17 years old. I'm not saying this because I was too, in my little own, a coder in the Amiga demoscene at the time, but because the C64 and Amiga epoch (the 80s and the early 90s) are not credited enough, imho, in the history of informatics and digital arts.
I'm constantly amazed with what people could make these old machines do.
Especially once I really started to look into how they worked.
Sound especially seems like a pain, given the timing constraints and the interaction between sound, video display and CPU time.
I can certainly see why the 16 bit consoles all had a dedicated co-processor for sound.
OK, so personally I've mostly messed around with my 800XL, and while Pokey has rather different qualities and features to the SID chip, the basic principles of getting it to produce any recognisable melody don't seem to be vastly different. Getting anything to update at anything other than either 50 or 60 hz (depending on whether it's a PAL or NTSC system) or an integer fraction thereof seems especially difficult. Which is... OK, sure, 3000... 'notes' per minute? But for sample playback it's extremely low...
I'm impressed with how long this track is too. Where do you find the space for it all in just 64k of memory? XD
Anyway, not like I'll ever get any decent sounds out of these old systems. I simply have no musical talent. I can code, and I can draw moderately decent artwork, but when trying to compose a tune I'm completely lost...
Great remix the second part is a killer!!!
This is really catchy, Jeroen did a good job on this.
Nice to see Turbo OutRun [C64]'s Magical Sound Shower get the same treatment as the other SID music you've uploaded. Because I'm a SEGA fan, it was those conversions which Jeroen worked on that got me really liking SID music and foremost his work.
Great take on a classic SEGA game and one of SEGA's most famous arcade tracks, Magical Sound Shower. Along with that, the SEGA shop music from Fantasy Zone also gets heard in this. Which I also love.
Now a question for the man himself, if he sees this upload and comment. Is it "One, two, three"? Or "One, two, tree"?
1 2 tree. ;-)
Jeroen Tel Thanks for the reply. I read that on Wikipedia, but the source link seemed to be dead. You said it as tree, because three sounded like free, didn't you? Like what VHS said.
Yes, when I tried to sample "three" it sounded like "free" because of the 4-bit and low k sample-rate. In the end sampling "tree!" gave the best result for sounding like "three". ;-)
Jeroen Tel cool! Thanks again for the reply. :D
And ever so welcome! :-)
It's interesting reading this writeup about the 4bit vs 3bit samples.... I've always been of the (unpopular) opinion that the second title track from this is one of the best digi tunes on the c64, because the samples don't mess with the SID channels nearly as much as they do in the first (and, as another example, in Galway's Game Over title track - a track which sounds much better in the old PSID format with fake samples due to the lack of that distortion. Maybe I should try and hack it to work that way.... but for another day...).
This tune is emotional. I bought this game solely for the music
4 Sound Channels? This is a pleasant surprise
3 sound channels, the fourth are the computer samples
+Lucas Sosa, which are still technically taking a channel on the SID chip, there's some clever programming to be able to do that.
Bloody good work...
Thanks for this, I hadn't heard this one before. I like it a lot.
If you take requests then anything from Master of the Lamps (by Russell Lieblich) would be great. It's a game I would play mostly to listen to the music.
Are the samples being repitched (like for the bass) or are there many samples each for a specific note?
Are you talking about the resolution of the waveforms?
As far as i know about the SID Chip (Which is from reading, I'm from the 2001 so... no much experience xD): It didn't have a sample table, it used pure logic electronics to accomplish that waveshapes, that's what makes it so unique.
Plus, it uses a 24bit counter to sample them, so yeah, plenty of room to make really smooth waves. Added to that it uses low pass filters which adds an extra smoothness.
Probably repitched. The bass guitar and bass drum are on the same sample. I can hear the bass drum change pitches with the bass.
As far as I know, with the tracker I use (I don't know about Fast Tracker II, which is what he used), but essentially what a sample is is instead of square waves or triangle (etc) it's the sample. Which means you can play it as if it's just a synth, I'm pretty sure that's how most samples work anyway.
I think @Donald Thompson 's answer is the most close one. I finally get that the question was about if per every note there's a different sample which represents a different frequency. - So, @Train 's answer is also good, as it pretty much proves that this was made using one single sample per instrument and then being re-pitched before sending it to the SID.
Although, it could be just one long stream of data being repeated (? idk. As i said, i never had the experience to use this hardware and probably never would xD
Absolute classic.
your oscilloscope línes are thicker than mines
anyway, this is the best jeroen tel's track that i've even heard, and the 4th channel was to crazy.
maybe the best c64 tune ever
Jeroen Tel For Life!
Aww snap! Another classic from Jeroen Tel!
Thanks for doing this one correctly. I screwed it up on my channel, so it's good to have a full version of this with the osc view.
i'm not quite sure what this is but i like it
This is awesome!
7:05 holy shit!
Nice to see some 6502 in a video description!
beautiful as always :) very interesting all information about digital tracks... where did you get these? also the information about the filters it's important because, according with dump file, filter used on intro theme is low+band pass
Your right, it is low-pass + band-pass. Corrected the description. I get the tracks from JSIDPlay 2.3.3
Wow. Just wow.
I've been waiting sooo long for you do do this song......i didnt want to say anything tho....
0:00
*Noise wave*
*Noise wave*
*Noise wave*
*Noise wave*
0:24
*square wave*
*triangle wave*
*square wave*
*triangle wave*
*square wave*
*triangle wave*
0:46
*Noise wave*
*Noise wave*
*Noise wave*
*Noise wave*
*square up building*
outrun
*square wave*
*triangle wave*
*square wave*
*triangle wave*
*square wave*
*triangle wave*
*square wave*
1:22
*Noise wave*
*Noise wave*
*Noise wave*
*Noise wave*
outrun
*sync square wave PWM 20-80% Duty Cycle to down volume*
*sync square wave PWM 20-80% Duty Cycle to down volume*
*sync square wave PWM 20-80% Duty Cycle to down volume*
1 2 3
I take it the drum and voice samples would be silent on a 64c as the 4th channel "flaw" had been rectified on the newer models ?
Not silent as such. But later chips played back samples much quieter. Mine was sort of in the middle. I really had to crank the volume up to enjoy them... Much to my parents annoyance.
I am the first like! (Nice SID choice like always)
THIRD LIKE! Also I am the first like of your comment.
Yay! The first achievement in your life!
+mogstah: Do you even know how offensive that is? (on 8bit Coder's comment)?
Not really :-) Perhaps it is his first major achievement? Some people are late bloomers.
Ah! It was a joke, sorry for my previous comment then if it was not meant as sarcasm.
2 things.
1) JSIDPlay actually does support muting samples now.
2) How do you actually get the oscilloscope footage?
1: Oh, nice :)
2: From my program SIDWiz. I plan to make a better, more human friendly version of it.
Is 'SIDWiz' up for download anywhere?
Check the comments sections of the Spectrum 128K "Auf Wiedersehen Monty" oscilloscope view
Now only if I had an pal c64...
Seeing how this theme is heavily based on "glitched" samples I'm genuinely curious on how would this sound on 8580?
Like shit
you can get samples on the 8580 i dont know why everyone thinks you cant, oh well rumors these days
The samples are completely broken on the SID2, watch the most popular longplay of turbo outrun
you can play samples on it put a resistor across any two pins on the chip
bitch lasagna,
ANY 2?
Jeoren Tel did a masterful job of recreating the main theme here. On top of that it's very impressive technically of course. It's not something I'd personally listen to other than as a cool reminder of how Jeoren did this sort of thing better than anyone. To be fair it's not an especially nice piece though outside of this. Lets please also not forget that amazing main tune itself from the fabulous mind of Hiroshi Kawaguchi who's early Sega tunes are pretty much unmatched as far pure melody goes
Awesome upload, thanks for making this! Out of curiosity, what's going on with the BNE at $00B1? Given that the LDA before it loads a nonzero constant, it should always be taken, right? How does the rest of the code ever run? Am I going nuts?
It's so eighties , I loved this era !
...that lead coming in at 10:10! /drooling/
Reminds me of Art of noise.
Haven't come across in a while anything as scientific as this study.
How the hell this can fit in 64k or less 😮
I'll drop this here, I noticed in the source code of SidWiz that the waves are rendered upside down! I thought the upside-down sawtooth was a SID thing but I guess not!
Correct, but I invert the waves before running SIDWiz. The reason they are inverted now is because the filter path of the SID inverts the waves.
Woops, they looked so sharp I didn't notice they were filtered :) Anyway I'm practically in love with SidWiz, currently rendering an entire demo with the waves overlayed. I'll upload it some time in the next few days if you're interested.
Yeah, drop a link when ready :)
I have to admit, I was never a fan of the arpeggios generally found in computer game music of the 80's and 90's and always preferred games console music. Unfortunately that arpeggio sound made it onto the Sega Master System in it's later years as more British producers started to launch titles on the console.
Thankfully, 16 bit consoles had either stereo FM soundchips and facilities for PCM samples. Soundcards for PCs came to prominence and the Amiga was a master for sampling too.
Sometimes there seem to be 2 digis playing together. Real-time software mixing?
Jeroen how much time did it take to write the entire music/sound palette for Turbo outrun? days, weeks...months??
Why is it shown as 4 tracks when the C64 only had 3 hardware channels?
This tune uses samples that are being played by modifying the upper 4 bits of the volume register. It doesn't alter the volume but it does produce an click which can be used to play 4-bit samples.
@@saucedispenser9167 I think it actualy does modify the volume, thats what causes the "crunchy" sound on the 3 audio channels.
@@saucedispenser9167 Also, sorry for necroposting
Also you get half the volume of what would normaly be on the sid chip.
@@oscwavcommentaccountthat depends on if you were stupid with the samples or not
Can you make an online browser version of SIDWiz? This avoids malware threats.
SidWiz is written using components of the .NET Framework. There's pretty much no way to properly port all of it's functions to JavaScript. Even if you did, any webpage that would process files in that manner would need to request direct access to files on your computer. It wouldn't be any safer then just downloading and running it. If you're worried about the security of the program, you can look at the code to see what it does before compiling and running it, as it's been provided as source code.
@@theLuigiFan0007Productions Two years later, I'm no longer concerned about viruses and malware threats in these programs. I just scan them using the VirusTotal website.
Maybe some SID filtering would have been in order? Sounds good though!
I"ve never understood what the noise channel was supposed to represent - is it wind, or cars rushing by?
TV static, obviously.
I am confused. The sid has 3 audio oscillators, or FM channels. My experience with digitized audio on the C64 was it was simply a rapid manipulation of all 3 FM channels to forge the digitized audio sound. Unless this is using the 2nd stereo sid chip, what is producing the digital channel?
It's a hardware hack where you change the volume register quickly, which generates a tick. If done often enough, you can play 4-bit samples on an additional channel. However, this only works on the 6581 SID. (You need to solder a resistor between two pins for it to work on the 8580 as well)
It isn't FM, it's PSG.
I like this part 3:06. And this part 4:54.
I really like 11:29
When a port sounds better than the real game.
Huh? 4 channels? Don't say there is a known bug exploit in the SID chip! 😉
4 channel ? :O
A "Bug" in the 6581 lets you play 4-bit samples by tweaking the upper 4 bits of the volume register at 54296. It was "fixed" in the 8580; on an 8580 the sample would be silent. You can "reinstate" the "bug" by soldering a resistor across two pins (I forget which two). That's how Jeroen got 4 channels from a 3-channel chip.
Thanks! :)
Yup, that "fix" was a big bad wolf for us Commodore 64 composers.
Then the older the C64 the better : )
Jeroen Tel,
Do you have any idea why Commodore would not embrace the glitch?
My favorite spot is 9:30 - 9:33
1
2
oatmeal
how come there are 4 channels? i though the sid chip only had 3...
A "Bug" in the 6581 lets you play 4-bit samples by tweaking the upper 4 bits of the volume register at 54296. It was "fixed" in the 8580; on an 8580 the sample would be silent. You can "reinstate" the "bug" by soldering a resistor across two pins (I forget which two). That's how Jeroen got 4 channels from a 3-channel chip.
Cool!!!
But... so the digi voice is a fouth voice??? i thinked that digi could play only alone....
It's a trick with the SID chip, essentially they're exploiting a bug in the chip that caused clicking when the volume register value was altered. By continualy altering it fast enough, 4 bit samples could be played separately from the three SID voices. It's very clever programming.
i thought it was only 7 minutes
_8-Bit History:_
_8-Bit 》16-Bit 》32-Bit 》C64 》C128 》256 Bytes 》315 Bytes_
C64 is an 8-Bit computer.