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Found 14 results

  1. I thought I would start a new thread as the old one was about sparse files, which I decided not to use currently. I think it can be a goal for a nice on disk format but I'm finding using hiram is working pretty well. Yes it's pretty wasteful but saves on CPU cycles and will make editing patterns, when I do start working on the UI, perhaps bearable. Here's the latest version! With support for 6 channels, though no effects other than volume and note-off. And also no concept of instruments. Each channel is configured to play a static instrument for now: Next steps, there are many klieptasch and I have been sharing some ideas on how to integrate the Concerto synth engine with the tracker. This opens the door for some really interesting things, and means I can focus on the UI. In this way it also keeps the synth engine separate from the tracker engine so folks could more easily use the various parts of both programs if they wanted to do something else (though given both apps are open source it would also be nice for folks to contribute to either!) The UI will be a big deal and I'm not actually show how complicated it will be yet haha. I have ideas on how I might do some things but that will all be new to me. But then again so was 6502 and I'm pretty happy with the tracker thus far! I'm not sure what I will work on next - trying to interface with Concerto or start the UI. I have ideas fresh in my head for Concerto but also editing patterns by hand is quite the pain so I'll have to ponder that more. Anyways the source code is here: https://gitlab.com/m00dawg/command-tracker/-/tree/master I don't have a demo up on the forums yet because I already have some file I/O interactions (pulling in Petdraw screens but this is also the basis to handle song files). But since there is no functional UI, apart from hand coding patterns in hex, not too much to do yet
  2. Version 0.4.0-alpha

    84 downloads

    This is an old video (hopefully I'll be able to make a new one soon): The CONCERTO synthesizer is what I intend to be the sound generating side of a music making software for the Commander X16. It uses the 16 voices of the VERA and the 8 voices of the YM2151 and aims to get the very maximum out of them. It is not quite there yet but has a lot of strengths already. The main features: 32 synth timbres (i.e. sounds) 16 monophonic channels, each playing a dynamically assigned synth timbre up to 4 PSG oscillators and 1 YM2151 voice per timbre up to 3 envelopes and 1 LFO per timbre pitch, volume and pulse width modulation vibrato volume control per voice ("velocity") pitchbend save and load presets / banks (a bank is the entirety of all 32 loaded timbres) comes with one bank of "factory" sounds Features that are planned (for the sound engine): volume and vibrato automation If you have problems with the audio quality in the "Try it now", download and run in the offline emulator with the command line option "-abufs 12" or more. To use file loading and saving, you must use an SD card. For more information, look into the README and the source files and/or send me a PM. If you find bugs, please let me know, or post an issue on GitHub. https://github.com/biermanncarl/cx16-concerto Find the devlog here: https://www.commanderx16.com/forum/index.php?/topic/1079-concerto-dev-log/ Find m00dawgd's Command Tracker which will likely use Concerto: https://www.commanderx16.com/forum/index.php?/topic/978-command-tracker-dev-log/
  3. I've been a musician for over half my life and a video game player for as long as I can remember, and yet somehow these two interests did not combine until about two years ago, when I agreed to do the soundtrack for an Indie video game. That game (finally) launched today! It's a difficult (but cute) puzzle game called "Chromatic Fantasy." The soundtrack (you can listen to it without having to buy it, which is nice) is here on BandCamp. And, the game itself (so far only for Windows) is here on Steam. It's not a retro soundtrack at all; so I'm posting it here in the Off-Topic, Non-Retro forum. If anyone's curious, the soundtrack was composed largely in StaffPad, and some of the native StaffPad sounds ended up in the final mixes combined with a number of sample-based Kontakt instruments. The game designer and I decided that, since it's the kind of game with a lot of head-scratching and staring at the screen in frustration, the soundtrack should be on the calmer, relaxing side. He also wanted it to have that medieval/fantasy feel that supports the game's theme (rescuing cute dragons from an evil wizard). It took me a little to get the feel for writing music in these constraints, but once I got used to it, I ended up producing 18 tracks and over an hour of music. I hope some folks on here might enjoy the music, the game, or both!
  4. Is there anyone in the X16 community, who happens to listen to metal? (Like heavy, thrash, power, black, death, doom, post-metal, groove, metalcore, progressive, war, power ballads, kawaii metal, industrial, nu metal, rap metal, grunge, glam, death n' roll, black n' roll, Neue Deutsche Härte, blackgaze, biker, symphonic, neoclassical, grindcore, folk, pirate, etc.) (P.S: Machinae Supremacy combined heavy metal with the C64 SID sound)
  5. Version 1.5.0

    155 downloads

    Commander X16 Midi Player v1.5 Usage: LOAD "x16player.prg" RUN ENTER MIDI FILENAME: [MIDI Filename].MID Midi file must be located in the same folder as the x16emu.exe emulator. Keys: Channel Volumes Midi Notes Bass Guitar Fretboard +) Next Channel (Bass Only) -) Previous Channel (Bass Only) ESC RUN/STOP) Exit Player Known Issues: Not all MIDI events are supported. (Pitch bend, etc.)
  6. So, the Opening Ceremonies for the Tokyo Olympics aired this morning (in my region) and is about to be repeated. If you hadn't heard, the "Parade of Nations" sections where all the athletes enter the stadium in groups behind their respective flags, was entirely underscored with (arranged) video game music. At first I recognized Dragon Quest (Dragon Warrior in N.A.), Final Fantasy, and two tunes from Chrono Trigger, and two others that sounded familiar but I wasn't sure where they came from. I thought they had worked some video game tunes in with other music. But, later I was able to read that all the music in this section was from video games (all by Japanese composers, of course). The two I couldn't place turned out to be from more recent games, Monster Hunter (which admittedly does have a nice theme) and Kingdom Hearts. I haven't played those but I must have heard the music somewhere. The Japanese seem to have responded very positively to this. Japanese twitter was full of people declaring that the main Dragon Quest theme is Japan's "Second National Anthem." This isn't surprising: when Enix first started to make Dragon Quest, they hired mostly young up-and-coming professionals (like character designer Akira Toriyama whose "Dragon Ball" manga had only been in publication for about a year when he was hired by Enix). But the composer, Sugiyama Kouichi, was already considered an elder statesman of commercial music and was well-known for television music in Japan. Getting an older, established name attached to this project in a new media by a new company of mostly young people was quite a coup for Enix. The popularity of the DQ theme in Japan went on to far surpass any of his previous works. For me personally, hearing video game music in general, and some of these compositions specifically, as a kid was a big part of what inspired me to become a musician. I felt like video games were still 'nerd culture' back then and that my friends and I who spent hours playing them were living in a different world from the other kids who were involved in sports. So, hearing these tunes at a sporting event (the Olympics) actually felt really good; our worlds of interest are relevant to each other. It's also just nice to see Japan recognize that their video games are an important part of their cultural identity and of the way they present themselves to the world. This link has a list of all the game used (in Japanese): hochi news And, here's my best, quick attempt at a translation of the list. However, there are some character names I don't know, from the games I haven't played. Dragon Quest [Dragon Warrior]: Loto's [Erdrick's] theme Final Fantasy: Victory Fanfare "Tales of..." series: Sorey's theme Monster Hunter: "Mark of the Hero" Kingdom Hearts: Olympus Coliseum Chrono Trigger: Frog's Theme Ace Combat: First Flight "Tales of..." Series: The Royal Capital Monster Hunter: "Wind of Departure" Chrono Trigger: Robo's Theme Sonic the Hedgehog: Starlight Zone Winning Eleven: eFootball Walk-on theme Final Fantasy: Main Theme Phantasy Star Universe: "Guardians" Kingdom Hearts: "Hero's Fanfare" Gradius Nemesis: Act I-1 NieR: Song of Initiation[?] "SaGa" series: "Song of the Demon Bard" [??] (SaGa series medley, 2016 Orchestral arrangement) Soul Caliber: "The Brave New Stage of History" EDIT: Notice, none of the games included were made by Nintendo (though some were for Nintendo systems). So my prediction is, there will probably be a Nintendo-themed segment in the closing ceremonies.
  7. Tiny PCM Synth View File I wanted to explore the possibilities with the PCM output. This tiny synth generates a sweet tone from three sine waves, coated in a thin shiny silver layer of aliasing. To spice it up, I also added a delay effect. You can play it with your keyboard. Use Z and X to switch octaves. I do not plan to follow this route any further, because the possibilities are quite limited with the X16. I am sure one could do better than I did, but the X16 doesn't have enough power to provide a whole lot of flexibility in the sound generation (at least with PCM). Find the source here: https://github.com/biermanncarl/cx16-tiny-pcmsynth Feel free to reuse the code for your own projects! Submitter kliepatsch Submitted 10/18/20 Category Audio Apps  
  8. Concerto View File This is an old video (hopefully I'll be able to make a new one soon): The CONCERTO synthesizer is what I intend to be the sound generating side of a music making software for the Commander X16. It uses the 16 voices of the VERA and the 8 voices of the YM2151 and aims to get the very maximum out of them. It is not quite there yet but has a lot of strengths already. The main features: 32 synth timbres (i.e. sounds) 16 monophonic channels, each playing a dynamically assigned synth timbre up to 4 PSG oscillators and 1 YM2151 voice per timbre up to 3 envelopes and 1 LFO per timbre pitch, volume and pulse width modulation vibrato volume control per voice ("velocity") pitchbend save and load presets / banks (a bank is the entirety of all 32 loaded timbres) comes with one bank of "factory" sounds Features that are planned (for the sound engine): volume and vibrato automation If you have problems with the audio quality in the "Try it now", download and run in the offline emulator with the command line option "-abufs 12" or more. To use file loading and saving, you must use an SD card. For more information, look into the README and the source files and/or send me a PM. If you find bugs, please let me know, or post an issue on GitHub. https://github.com/biermanncarl/cx16-concerto Find the devlog here: https://www.commanderx16.com/forum/index.php?/topic/1079-concerto-dev-log/ Find m00dawgd's Command Tracker which will likely use Concerto: https://www.commanderx16.com/forum/index.php?/topic/978-command-tracker-dev-log/ Submitter kliepatsch Submitted 01/20/21 Category Audio Apps  
  9. Given VERAsound will now replace the SAA1099, and given some other conversations on the forums (such as the conversation about envelopes in this post), I opted to take another look at my proposed tracker file format, which you can find here: https://gitlab.com/m00dawg/commander-x16-programs/-/blob/master/command_tracker/index.md I've talked about this before on the FB group, but I've opted to stop using FB and thought it would be a better conversation had here anyway. The main issue is that there are 26 channels so to optimize for storage on playback, a sparse format is probably worth the extra complexity in playback routines. I had the idea of supporting multiple effects since this is a common feature in modern trackers (even FamiTracker has this). That may go by the wayside, but even if each channel only had single volume and effect columns, I came up with 5 bytes per channel for VERASound and FM and 3 bytes for DPCM. So a single row would be 126 bytes and a 64 row pattern would be 8064 bytes! The file format I came up with can support multiple effects per channel, and when you include these it balloons to a staggering 41.6k if I did my math right. But given even complicated patterns have empty space in them, by using a sparse format these requirements go down considerably. Only rows which have data are defined and, within that, only channels which have data are defined. So a row can be as few as 3 bytes if there's only one channel playing on that row with no effects. I made an attempt to show the proposal row format here but I can't find a way to insert code blocks and it was really hard to read without a monospace font. So I recommend looking at the link (specifically the sparse patterns link) The trade-off is a playback routine has to track a lot more things as opposed to just reading a pattern row by row. I don't think it would be too terrible since there could be a row counter and if the current row read is greater than the counter, nothing is done. When the counter equals the current row, it then can parse out the row to do the things. This ignores envelopes and some automatic commands (like how the volume slide works in Famitracker as compared to how it works in Impulse Tracker) as those could be firing while there is no row data. Figuring out how to efficiently edit pattern data is another task entirely though. If one adds data to a previously empty row, the sparse file would have to be reorganized. The best solution here is having a non-sparse pattern buffer - which would be fine for a dedicated tracker where we have room to move about. But given the space requirements, it means patterns would span multiple pages and that could get interesting when adding in things like envelope tables and things. I should say I'm not an awesome assembly programmer - just a musician who is very excited about the prospects of a tracker, but given the vast sound capabilities of the X16, it feels like it will take some thought to do well given the "limited" space (which is itself far more than the 8-bit systems of yesteryear). That's why I thought it might be good to try and start the conversation by coming up with at least something that can serve as talking points.
  10. In talking about changing the card pins in this thread , I wonder if there could be a solve for being able to mix audio in some way. There's multiple folks thinking about sound cards. I myself will be pretty over the moon with the native solution available in the X16. Nonetheless, while I was thinking about sound card examples, I thought about something like a GUS solution (which, to refresh memories, it was a sound card that has it's own RAM and had hardware accelerated sample playback). In that context, an application would just tell the card to play sample X (optionally at frequency or note Y). Anyways point is, whatever sound cards folks come up with, the issue of how to mix the audio comes up. On the MB6582 (the 8-SID monster MidiBox), there's a passive mixer that mixes all 8 sids into a single stereo output. That design is a bit attenuated but it works and seems inexpensive (assuming there is space on the board for a few resistors and traces). Wondering if perhaps using 2 pins on the card slots for stereo audio would be nice? Although a cheaper solution might be to just have an "external audio" pin header on the board (which one could optionally jumper to ground to avoid noise), kind of like the CD audio connectors of yore. Ramblings aside, having a means to mix audio from sound cards with the internal audio of the computer would be a nice to have. Certainly not a need to have but could avoid user headaches and enable musicians and app devs alike to get the most use of all the hardware without having to require any external mixers and things. Given the X16 itself, as of the current proposal, will have 26 channels total (16 PSG, 8 FM, 2 DPCM) - the need for external sound solutions is perhaps lessened to a degree, but while I'm all about the chiptunes, I have a feeling the draw for an efficient DPCM card/sampler will be compelling for some. Plus the folks that really want a true SID sound, etc.
  11. Version 1.0.0

    54 downloads

    This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38.
  12. Music demo in basic View File This demo is an adopted C64 basic program (from the german owners manual) for the Commander X16 using the PSG. This programm runs under R37 and R38. Submitter canada2002 Submitted 12/08/20 Category Demos  
  13. Version 1.0.0

    28 downloads

    I wanted to explore the possibilities with the PCM output. This tiny synth generates a sweet tone from three sine waves, coated in a thin shiny silver layer of aliasing. To spice it up, I also added a delay effect. You can play it with your keyboard. Use Z and X to switch octaves. I do not plan to follow this route any further, because the possibilities are quite limited with the X16. I am sure one could do better than I did, but the X16 doesn't have enough power to provide a whole lot of flexibility in the sound generation (at least with PCM). Find the source here: https://github.com/biermanncarl/cx16-tiny-pcmsynth Feel free to reuse the code for your own projects!
  14. X16 MIDI Player View File Commander X16 Midi Player v1.5 Usage: LOAD "x16player.prg" RUN ENTER MIDI FILENAME: [MIDI Filename].MID Midi file must be located in the same folder as the x16emu.exe emulator. Keys: Channel Volumes Midi Notes Bass Guitar Fretboard +) Next Channel (Bass Only) -) Previous Channel (Bass Only) ESC RUN/STOP) Exit Player Known Issues: Not all MIDI events are supported. (Pitch bend, etc.) Submitter Joshua Bair Submitted 06/06/20 Category Audio Apps  
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