Also, here are the HES and DMF files in case anybody is interested... as before, if you play the HES file in Mednafen, crank it. Some channels are mixed quieter compared to others, so it will sound right.
HES file: https://www.sendspace.com/file/mrcbq6
DMF file: https://www.sendspace.com/file/r3w93j
Thanks!
I'm definitely interested in seeing the updates to the .dmf files so that I can make sure that I'll be able to play them back.
I'll start asking you and Michirin9801 (any other musicians that want to chime in) more about that kind of stuff in the "huzak" thread, since things will get a bit technical, and involve the different .dmf tracks that I'm looking at.
As a programmer-type, I really have to pray that you're being careful with your sample usage, though!
Thanks! There are exactly 3 samples being played on channel 6, all ripped straight outta SOR1... the kick, snareclap and cymbal crash. Everything else is PSG
Excellent job keeping the usage to a single drum channel.
The samples look nice-and-short, but I'm afraid that something will eventually have to be done about the sample-rate itself.
For real-world game-style playback on a HuCard, we're going to be limited to 7KHz, 8KHz and 16KHz playback, and the 16KHz comes with a pretty-high CPU cost that would (IMHO) practically limit its use to things like title screens or high-score screens.
But ... on CD hardware, a tune could play a 16Hz sample channel through the ADPCM chip, with almost no CPU cost.
It's nothing to change, or worry about now ... but, as an FYI, it will effect the high-frequency in the samples when I eventually get huzak playing .dmf files.
Lol... thanks? Photoshop isn't really that complex, once you know the layout, imo. I dunno about a DAW, but to get things to sound right for this SOR1 tune, I ripped the audio from the Genesis ROM to WAV on a per-channel basis. Then I'd fire up Sound Forge and load up the resulting WAV files and zoom way in to see what kind of volume envolopes, pitch bends and (if you zoom in super close) the individual repeating waveforms themselves. Then, since Deflemask lets you basically draw your own HuC6280 volume envelopes and waveforms, I simply put my pixeling skills to use and literally drew what I saw from SoundForge. Pretty enlightening.
Wow ... it's fascinating to hear how-on-earth someone goes about deconstructing a track like this, and then recreating it.
It's been years since I fired-up my copy of SoundForge (or WinAmp for that matter).