Wow! This is very elaborate and impressive. I loved the megaman output. I feel like I don't know enough about digitized music (or music in general) to understand your explanation :( How did you replicate the Megaman sound?
The MAL project seems cool too!
Also why did you use your own lisp? This might be a dumb question but I don't understand.
Thanks! Yeah I suppose I just like dove right in there... The first and most important part of copying a song is just to be able to hear it well... I use a program called NSFPlay that lets you mute tracks and slow them way down while preserving the quality, and it even shows a little keyboard with colored dots showing you where all the notes are.
I had actually made the Lisp previously because I had a specific need for it - I wanted a more slimmed down version of Clojure that was native to the browser for educational purposes. But when I heard about the game jam I suddenly got really excited at the thought of "testing" it to see if it could actually work! To be honest, I might not have even bothered otherwise.
Thanks for the video. I have just slightly more understanding now. It seems the 5 channels are the available "instruments" so to speak of the NES. Am I correct that they play parallel to each other?
Unfortunately, the parameters such as pitch, vibrato, frequency, and width are still mysterious.
I think that these channel sounds are functions of pressure/time?
Probably the triangle channel is a /\-shaped function and the 0.5 pulse is a square. Music is always a mystery to me.
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Wow! This is very elaborate and impressive. I loved the megaman output. I feel like I don't know enough about digitized music (or music in general) to understand your explanation :( How did you replicate the Megaman sound?
The MAL project seems cool too!
Also why did you use your own lisp? This might be a dumb question but I don't understand.
Thanks! Yeah I suppose I just like dove right in there... The first and most important part of copying a song is just to be able to hear it well... I use a program called NSFPlay that lets you mute tracks and slow them way down while preserving the quality, and it even shows a little keyboard with colored dots showing you where all the notes are.
I had actually made the Lisp previously because I had a specific need for it - I wanted a more slimmed down version of Clojure that was native to the browser for educational purposes. But when I heard about the game jam I suddenly got really excited at the thought of "testing" it to see if it could actually work! To be honest, I might not have even bothered otherwise.
Oh, and this is a good introductory video explaining the NES audio channels:
(Actually, I think I'll link this in the actual project page!)
Thanks for the video. I have just slightly more understanding now. It seems the 5 channels are the available "instruments" so to speak of the NES. Am I correct that they play parallel to each other?
Unfortunately, the parameters such as pitch, vibrato, frequency, and width are still mysterious.
I think that these channel sounds are functions of pressure/time?
Probably the triangle channel is a /\-shaped function and the 0.5 pulse is a square. Music is always a mystery to me.