I wanted to comment on this thread earlier but I had to go out...
Thanks for the plug Elmer, and glad you like it Gredler ^^
That pitch-slide you're talking about is often called "Portamento", practically every system can do it, but depending on what you use to do it it can either work fine all the time (like it does in Deflemask) or be pretty sucky and near unworkable (like in OpenMPT) but if it isn't supported on Squirrel then that's just wrong...
Also, SignOfZeta, I think you're thinking of the PCE soundchip like it's FM or some other kind of analogue synth, which it kind of isn't as far as I'm concerned, it's a 5 bit wavetable PSG, its synthesis is digital and works completely differently from FM because it doesn't have any "oscillators", it simply takes a string of 32 5 bit values and turns them into a repeating waveform that it can play at almost any frequency you'd need...
Personally, I'm pretty fond of the basses the PCE can put out, I mean, I'd take them over the awful NES triangle wave any day, but if you 'really' need your bass to have more punch or more 'twang', you still have options, although they have their drawbacks...
One of them is to do wave-phasing, which is updating the waveform information many times as the note plays, but we've already established in other threads that the PCE has a clicking sound that can sound pretty awful when it does that...
Here's a few of my experiments with wave-phasing:
Here's one that turned out fine:
http://orig04.deviantart.net/6bbf/f/2017/006/3/b/pce64_test_mednafen_by_michirin9801-dauhojb.mp3One that's 'Eh...:
http://orig11.deviantart.net/b1f0/f/2017/006/e/2/puyo_pop_mednafen_by_michirin9801-dauhme2.mp3And one that turned out real bad:
http://orig13.deviantart.net/0416/f/2017/006/5/e/dqv_castle_wip_mednafen_by_michirin9801-dauhqcb.mp3And here's a ROM courtesy of elmer of a song that I made almost entirely out of wave-phasing that's okay-ish sounding, but the bass is just a pulse wave...
http://sta.sh/0yelqs30ixnI would definitely not recommend doing wave-phasing for basses unless you're only changing like, once or twice in the very beginning of the instrument, but if you wanna do a C64 style pulse-length modulation you'll not be disappointed! And I have that wave-phased Steel Drum which sounds okay too, so not everything will sound bad...
Another option is what SignOfZeta mentioned, you use 2 channels for the bass and slightly detune them, Cratermaze did it and I think it sounds amazing!
https://youtu.be/Vbt6_dlkN9M?t=25m5sBut the best results come at a big cost of Memory and CPU time, and that is to do basically the same thing that Sunsoft's Batman did on the PCE, that game uses Bass samples, one sample for each note, and it has a sample-looping software routine so that the note can play for as long as the musician needs instead of cutting out whenever it ends like DPCM samples do on NES...
https://youtu.be/fTKwMYmzB8g?t=2m49s^Here's an example of PCE Batman's music, as far as I'm concerned, that was the only game that used this technique, for better or for worse... I mean, this game plays sampled basses with loop points, sampled drums AND Sampled orch-hits, often at the same time, that has to take a toll on the CPU, maybe that's why they made it a top-down collect-a-thon instead of a platformer...
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I've heard elsewhere, probably from elmer on the Deflemask forum that you can update PCE PSG data faster than at every 60th, but I was thinking of using it not to update the wavetable because, well, we already know that wave-phasing can sound like s***, no what I was thinking of was updating the frequency/pitch at a faster speed... You see, Deflemask has this option to "Overclock" whatever system you're working on which is often used, including by me, to adjust the tempo of your song, but I've stopped doing that because Huzak doesn't support it, so I've found another means to adjust the tempo of the song, but that's another conversation entirely, what I'm getting at is that I tried changing the clock speed to a ludicrous amount (480Hz) in order to 'simulate' what it would be like to update the pitch of an overdriven triangle wave 8 times faster than normal in order to produce this pumping Kick Drum:
http://orig06.deviantart.net/ba7b/f/2017/124/b/c/hatsune_miku___po_pi_po__pce__by_michirin9801-db85ipo.mp3By the way, the kicks are on the same channel as the bass (Channel 1), at such a high frequency I can play the kick and switch back to the bass without any noticeable cut on the baseline! Unfortunately, this kind of messed up with my PCE PSG drum instruments, so I used just white noise for the rest of the drums on channel 6, this wouldn't have been a problem if that White Noise Envelope had been implemented in Deflemask =w=';
Either way, here's my question, would it be too hard on the PCE CPU to update the Pitch/Frequency information just for one or two instruments in just one channel 8 times every 60th?
My gut says no, but I'd like to hear it from the pros...