@@mypkamax bit it did. Possibly this could be his unused tunes and begged like a pup to at least ad this in a spot not impacted by the main core of the game.
Nah, the GBA compatibility mode uses the actual GBA CPU and expanded GB/C PSG. This PSG is its own thing which you can use along with samples. So if you think about it, the 3DS had to include components for the DS, GBA, and GB/C for the sake of compatibility. No wonder the system was so expensive at launch.
@@roilo8560 given the games at launch (New Super Mario Bros. and Mario Kart DS) it seems they were used for sound effects. NSMB has it for all the SMB1-like sound effects, and MKDS uses it for hihat percussion and sound effects, mainly for the sounds used in Waluigi Pinball.
One question, where is this song from? I find it incredible how it sounds to be just PSG. And how perfect the waves look without low pass filter or high pass filter xddd
Eijukugo Target 1000 DS. It's a game designed to help Japanese people with learning English. This tune is used in a space-themed minigame. There's a boss theme and a few jingles for it which use the PSG too.
@@TakuikaNinja I think it's great that having other capabilities on the console they decided to make this music this way. Now we have a good example of PSG usage on Nintendo DS!
Tbh, I always wondered what the capabilities of the DS's PSG chip were like, especially while hearing this and finding some surprising similarities to the VRC6's two channels, mainly the melody in this case; is it similar to it in any way, and if it isn't then what is the extent of it's capabilities exactly? Does it do some form of wavetable synthesis like the Gameboy, does it have PCM capabilities, that sorta thing Oh yeah, and about the music, well it's Yasui so of course I like it LMAO
in regards to the PSG capabilities: it's very simple, this mode is only available to the last 8 channels oddly enough, but they are like the following: channels 9 trough 14 - 8 selectable duties with these pulse widths: 12.5%, 25%, 37.5%, 50%, 62.5%, 75%, 87.5% and 0%, which sadly is less than what the VRC6 can offer because the last 4 duties aren't very useful, they're flips of the first 3 duties and the last one just makes no sound at all channels 15 and 16 - there are no additional settings on this mode, it just outputs noise from a LFSR, which seems to have the same configurations as the previous nintendo LFSRs (15-bit, two taps at the last bits) in regards to PCM capabilities: it can do PCM samples like the other 8 channels, this PSG is simply a mode that these channels can use, it's enabled using the same bits that toggle the PCM sample type that it would normally play, and these bits are per channel as well so you can play a PCM sample on channel 15 while playing noise on channel 16 for example, setting the bit combo for the PSG on the first 8 channels is undocumented however, at least as far as GBAtek documentation goes
@@Porygonal64 It can actually reproduce noise on any channel and music notes on any channel as well. Everything is PSG, it means that the generated sounds have a rectangular shape in an oscilloscope view. Even noise, if you notice, has no values other than up or down
@@Albergarri788 the last 8 channels are the PSG. the first 8 are the sample channels. the only reason you see more than 8 sometimes is the fact the PSG can be set to 100% pulse width, and then bitbanged to make sample playback.
@@TheBeeshSpweesh It's not completely dynamic, otherwise apps like VGMTrans wouldn't be able to get consistent rips (and they absolutely can). SSEQ format is basically standard MIDI with a crapton of unique sysex events for stuff like switching to the PSGs and effects (as used extensively in fifth-generation Pokemon). What actually seems to be happening is that tracks are written with more than 16 source MIDI channels, then those get folded down to a multiple of four plus maybe one extra. I've seen this pattern a lot in loads of different sequence rips.
I can't get over how something as great as this was composed for a game intended to help people in Japan learn English.
This tune has no business being in an edutainment video game.
Definitely a Tim Follin Moment.
@@mypkamax bit it did. Possibly this could be his unused tunes and begged like a pup to at least ad this in a spot not impacted by the main core of the game.
“It’s just an edutainment game, you don’t have to go crazy with it.”
Yousuke Yasui:
That's super interesting that the ds had a psg. It must've been for gba compatibility
Nah, the GBA compatibility mode uses the actual GBA CPU and expanded GB/C PSG. This PSG is its own thing which you can use along with samples.
So if you think about it, the 3DS had to include components for the DS, GBA, and GB/C for the sake of compatibility. No wonder the system was so expensive at launch.
@@TakuikaNinja wow, that's fascinating. Do you know how many pulse widths the 6 pulse channels could output?
@@roilo8560 8 pulse widths as follows: 12.5%, 25%, 37.5%, 50%, 62.5%, 75%, 87.5%, 0% (i.e. no output)
@@TakuikaNinja interesting. I wonder how much it was used and why nintendo even bothered adding psg to the ds at all
@@roilo8560 given the games at launch (New Super Mario Bros. and Mario Kart DS) it seems they were used for sound effects. NSMB has it for all the SMB1-like sound effects, and MKDS uses it for hihat percussion and sound effects, mainly for the sounds used in Waluigi Pinball.
Furnace tracker has DS PSG now
Nice oscilloscope view of a DS tune using the DS PSG channels!😄🤩😎👌
Gotta save up some memory!
Proof that you only need one waveform to make good music.
The opening reminds me of some boss theme, but I can't put my finger on it. Any ideas?
Edit: It's metal gear (MSX)'s alert theme
One question, where is this song from? I find it incredible how it sounds to be just PSG. And how perfect the waves look without low pass filter or high pass filter xddd
Eijukugo Target 1000 DS. It's a game designed to help Japanese people with learning English.
This tune is used in a space-themed minigame. There's a boss theme and a few jingles for it which use the PSG too.
@@TakuikaNinja I think it's great that having other capabilities on the console they decided to make this music this way. Now we have a good example of PSG usage on Nintendo DS!
The DS PSG functions from half of the PCM channels, which have a PSG mode. 16 PCM Channels, 8 of those have the PSG Mode; 6 Pulse, 2 Noise.
I absolutely love the PSG and it’s use.
nice
Tbh, I always wondered what the capabilities of the DS's PSG chip were like, especially while hearing this and finding some surprising similarities to the VRC6's two channels, mainly the melody in this case; is it similar to it in any way, and if it isn't then what is the extent of it's capabilities exactly? Does it do some form of wavetable synthesis like the Gameboy, does it have PCM capabilities, that sorta thing
Oh yeah, and about the music, well it's Yasui so of course I like it LMAO
in regards to the PSG capabilities:
it's very simple, this mode is only available to the last 8 channels oddly enough, but they are like the following:
channels 9 trough 14 - 8 selectable duties with these pulse widths: 12.5%, 25%, 37.5%, 50%, 62.5%, 75%, 87.5% and 0%, which sadly is less than what the VRC6 can offer because the last 4 duties aren't very useful, they're flips of the first 3 duties and the last one just makes no sound at all
channels 15 and 16 - there are no additional settings on this mode, it just outputs noise from a LFSR, which seems to have the same configurations as the previous nintendo LFSRs (15-bit, two taps at the last bits)
in regards to PCM capabilities:
it can do PCM samples like the other 8 channels, this PSG is simply a mode that these channels can use, it's enabled using the same bits that toggle the PCM sample type that it would normally play, and these bits are per channel as well so you can play a PCM sample on channel 15 while playing noise on channel 16 for example, setting the bit combo for the PSG on the first 8 channels is undocumented however, at least as far as GBAtek documentation goes
@@jvstsx1109I'm curious what would happen if you set that bit.
that is not documented as far as i know
I didn't know DS had that many channels for PSG usage...?
It can use all the 16 DAC channels to play PSG sound
@@Albergarri788 No? It can only use 6 channels for PSG wave forms and 2 for Noise
@@Porygonal64 It can actually reproduce noise on any channel and music notes on any channel as well. Everything is PSG, it means that the generated sounds have a rectangular shape in an oscilloscope view. Even noise, if you notice, has no values other than up or down
@@Albergarri788 the last 8 channels are the PSG. the first 8 are the sample channels. the only reason you see more than 8 sometimes is the fact the PSG can be set to 100% pulse width, and then bitbanged to make sample playback.
@@forple8930 make sense, thanks for the correction!
I never knew that Nintendo even bothered putting PSG on the DS
Why likes SAA1099 / SAM coupe mode
what
@@poble sound chips
Ah, I did an oscilloscope view on that song too!
cool
420th like :D
There's a desync in video and audio
no
Cool song but I had trouble keeping up with the channels and I dunno which wave was making which sound. Is this how the DS audio channels are?
Nah its just the tracker program that was used for this handles channels weird
Many DS games allocate notes to channels dynamically. Hell, I don't know of a single commercial game that doesn't do so.
@@TheBeeshSpweesh Mega Man Battle Network 5 DS would have been a good candidate for this style of music.
@@TheBeeshSpweesh It's not completely dynamic, otherwise apps like VGMTrans wouldn't be able to get consistent rips (and they absolutely can). SSEQ format is basically standard MIDI with a crapton of unique sysex events for stuff like switching to the PSGs and effects (as used extensively in fifth-generation Pokemon).
What actually seems to be happening is that tracks are written with more than 16 source MIDI channels, then those get folded down to a multiple of four plus maybe one extra. I've seen this pattern a lot in loads of different sequence rips.
wait how'd you do it. what software
yay ds added to furnace nvm
Is this based on port that’s based on the Japanese arcade
god DAMn m,