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Re: CMS/GameBlaster emulation thread

Just thought about this too: HLHHHHHHHHHHHHHL LLLLLLLLLLLLLLLH HLHHHHHHHHHHHHHL LLLLLLLLLLLLLLLH .... ^ ^ ^ ^ So.. that makes me think the tables are wrong by 4 cycles actually. If I shift all the tables by 4 cycles, I think this just works, and then we also know the answer to what was discussed …

Re: CMS/GameBlaster emulation thread

Demystifying a couple of other things: different versions of the datasheet have meaningfully different contents I think. At least one version states this (which I didn't realise until just now): If the frequency channel controlled is off (NE = FE = 0) the envelope will appear at the output, which …

Re: CMS/GameBlaster emulation thread

Ok, so a bit of a braindump here: Pulse Density modulation: Rather than think of this as a table of 16-bit sequences, I think of this as a table of 64-bit sequences. (Admittedly, each bit is padded out four times, but it simplifies the explanation of envelopes below) 1. Amplitude control: 0: …

Re: CMS/GameBlaster emulation thread

Hi all - I just joined the forum but I was made aware of this thread a few months ago. I wrote SAASound which is the emulation library used by SimCoupe and a couple of other things. As guessed earlier in this thread, yes, when I wrote the emulation it was for a Sam Coupe, where the SAA is always …

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