vgm kega ym2612
- neologix
- Posts: 60
- Joined: Tue Apr 24, 2007 11:32 am
- Location: New York, NY, USA
- Contact:
ok, the disassembly shows me a few possible culprits:
- the LFO is set (to 6.37 Hz at the start, then other values later)
- timer A is ON (all of it)
- SSG for each channel's ops is set to zero (i usually assume that means it's getting ready to set it later or for another song in the same game; songs are more likely to omit setting SSG if it doesn't have it at all)
- there is a VERY high frequency tone emitted from channel 6 (disassembled to "F#10 +26 cents")
- it likes to switch panning every so often
- very high LFO sensitivity
- rapid patch changing (it almost seems to do it before each tone...)
this is after analyzing a disassembly. i haven't even BEGUN to listen to it yet...
EDIT: i have begun listening to it, and there is definitely a clear difference btwn in_vgm (horribly loud that certain instrument) and actual recording. i think i have weighted filter on, so it shouldn't do that...
- the LFO is set (to 6.37 Hz at the start, then other values later)
- timer A is ON (all of it)
- SSG for each channel's ops is set to zero (i usually assume that means it's getting ready to set it later or for another song in the same game; songs are more likely to omit setting SSG if it doesn't have it at all)
- there is a VERY high frequency tone emitted from channel 6 (disassembled to "F#10 +26 cents")
- it likes to switch panning every so often
- very high LFO sensitivity
- rapid patch changing (it almost seems to do it before each tone...)
this is after analyzing a disassembly. i haven't even BEGUN to listen to it yet...
EDIT: i have begun listening to it, and there is definitely a clear difference btwn in_vgm (horribly loud that certain instrument) and actual recording. i think i have weighted filter on, so it shouldn't do that...
-
- Been Here for a Bit
- Posts: 33
- Joined: Mon May 05, 2008 12:44 pm
Hi,
This specific instrument is also used in Ariel, Scooby Doo. It happens is 3 slot mode in channel 3, algorithm 4 and total level set to 0. Hear it in Regen. It is somewhat good now.
BTW, About the GhostBuster track 10 problem, I think you have found something I've been looking for some time now. I think it uses 3 slot mode with different frequencies for each operator for channel 6. I didn't implemented it in my YM2612 core because I thought no game used it (most use it for DAC). When I have some free time I'll see if it really is what I think it is. And if it is, then the fix will be very easy.
stay safe,
AamirM
P.S. : For those who don't know, I am the author of Regen.
EDIT:
Ok. Confirmed this happens . Will be fixed in next version if I don't forget it . Thanks to the guy who reported Ghostbuster problem.
This specific instrument is also used in Ariel, Scooby Doo. It happens is 3 slot mode in channel 3, algorithm 4 and total level set to 0. Hear it in Regen. It is somewhat good now.
BTW, About the GhostBuster track 10 problem, I think you have found something I've been looking for some time now. I think it uses 3 slot mode with different frequencies for each operator for channel 6. I didn't implemented it in my YM2612 core because I thought no game used it (most use it for DAC). When I have some free time I'll see if it really is what I think it is. And if it is, then the fix will be very easy.
stay safe,
AamirM
P.S. : For those who don't know, I am the author of Regen.
EDIT:
Ok. Confirmed this happens . Will be fixed in next version if I don't forget it . Thanks to the guy who reported Ghostbuster problem.
-
- Posts: 196
- Joined: Fri Jul 20, 2007 2:33 pm
- Location: Your mom. HA!
-
- Posts: 22
- Joined: Sun Dec 24, 2006 5:46 am
- Location: Pennsylvania
-
- Been Here for a Bit
- Posts: 33
- Joined: Mon May 05, 2008 12:44 pm
Hi,
When I make it absolutely accurate then yes I will be open sourcing it. Currently there are some problems in it (which I could probably solve in less time if I had a working MegaDrive). Also, currently it is very tightly integrated with the other parts of the emulator and it is a bit hard to rip it out right now. But when I fix all of the problems with it, I'll try to rip it out and open source it. But don;t expect it to happen any time soon.
Hey, I tried out Regen .85, or tried trying it out, since the P4 version didn't even run and the P3 version likes to crash (does it have something to do with SuperHQ?) I logged a test WAV and it was some weird 547634-ish sample rate. So... uh... whut's wrong?
Yes that is the true frequency of the YM2612 (its 53267 Hz). The wav logging feature logs the wav before it is resampled in SuperHQ mode to make it more good. BTW, could you please post your system specs so I can identify the crashing problem?
stay safe,
AamirM
EDIT:
My theory on the Ghostbuster music was wrong . There is some other problem with it.
When I make it absolutely accurate then yes I will be open sourcing it. Currently there are some problems in it (which I could probably solve in less time if I had a working MegaDrive). Also, currently it is very tightly integrated with the other parts of the emulator and it is a bit hard to rip it out right now. But when I fix all of the problems with it, I'll try to rip it out and open source it. But don;t expect it to happen any time soon.
Hey, I tried out Regen .85, or tried trying it out, since the P4 version didn't even run and the P3 version likes to crash (does it have something to do with SuperHQ?) I logged a test WAV and it was some weird 547634-ish sample rate. So... uh... whut's wrong?
Yes that is the true frequency of the YM2612 (its 53267 Hz). The wav logging feature logs the wav before it is resampled in SuperHQ mode to make it more good. BTW, could you please post your system specs so I can identify the crashing problem?
stay safe,
AamirM
EDIT:
My theory on the Ghostbuster music was wrong . There is some other problem with it.