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PostPosted: Thu Jul 20, 2017 8:22 pm 
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I got the 65816 side done (it looks correct in a memory editor). Now I got to move it to the spc700 side to hear it. Boy, SNES programming is a lot of work.

EDIT:
Got it working!!!


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PostPosted: Sat Jul 22, 2017 4:15 pm 
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Fixed a bug that caused it not to work in Higan and ZSNES. I always have the worst luck with SNES9x for some reason.


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PostPosted: Sun Jul 23, 2017 1:12 am 
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Still 262,143 bytes.


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PostPosted: Tue Jul 25, 2017 6:02 pm 
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Here's some Aquatic Ambience.


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PostPosted: Wed Jul 26, 2017 8:49 am 
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This one fixes a glitch caused by overlapping echo buffer. Oops! :mrgreen:


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PostPosted: Thu Jul 27, 2017 2:49 am 
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Location: Chexbres, VD, Switzerland
What exacly is a "super" saw ? Doesn't just two detuned normal saw emulate this (at the acceptable price of requiring 2 voices) ?


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PostPosted: Thu Jul 27, 2017 4:31 am 
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Bregalad wrote:
What exacly is a "super" saw ? Doesn't just two detuned normal saw emulate this (at the acceptable price of requiring 2 voices) ?

Apparently it's normally seven detuned sawtooth waves, not just two.


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PostPosted: Thu Jul 27, 2017 9:10 am 
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It was 7 in a specific implementation that made the name popular: https://en.wikipedia.org/wiki/Roland_JP ... e_Supersaw

I don't think there's anything inherently distinctive about exactly 7 though. I think pretty much 3 or more should qualify.


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PostPosted: Thu Jul 27, 2017 11:49 pm 
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Location: Chexbres, VD, Switzerland
Honestly, it sounds like just recording the sample, converting to BRR and playing back is the best option. Sure it won't sound as crisp as the original, but nothing will on the SPC700 anyways. Doing that trick with filter 1 is just a particular case of this where you're recreating your sample in BRR format directly rather than converting it automatically. I don't think any method is supperior to the other - you should just try both and see which one makes a sound you like the most.


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