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PostPosted: Tue May 07, 2013 1:17 pm 
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Location: Linköping, Sweden
rainwarrior wrote:
The 16-step triangle is important to the triangle sound in every game, not just this one. Is there anything particular you think was hard to emulate in this one game?


Not really, so maybe it's a stretch. Would sound wrong if you generated/sampled from a smoother triangle, but maybe lots of things would sound audibly wonky then.


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PostPosted: Tue May 07, 2013 1:36 pm 
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It seems a little hard to implement the triangle accidentally wrongly: once you use a 32-step waveform you're already basically right. To get it wrong, I think you'd have to be doing the entire APU wrong. (something like "translate period to pitch, synthesize triangle at PC sample rate")


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PostPosted: Tue May 07, 2013 2:40 pm 
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lidnariq wrote:
To get it wrong, I think you'd have to be doing the entire APU wrong. (something like "translate period to pitch, synthesize triangle at PC sample rate")

But occasionally there are good reasons to do it wrong, such as speed tradeoffs on a system with very limited resources. PocketNES translates NES APU commands into Game Boy APU commands, for instance, instead of emulating the entire NES APU in software like acNES does.


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PostPosted: Tue May 07, 2013 6:00 pm 
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lidnariq wrote:
Sounds like he made up for the triangle's lack of volume register by using a rapid jump down two octaves (something like a [+24 +19 +12 +7 |0] semitone envelope). The rest of it is just how delightfully crunchy the triangle wave is normally.

That and vibrato.

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