07 December 2009, 13:19 | #1 |
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Sid play 1000+ c64 tunes
Uploaded sidplay to the zone for ya all.
all the classic c64 tunes are there 1000+ altogether. enjoy. |
07 December 2009, 22:47 | #2 | |
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why not hvsc then?
Quote:
only 1000+ classic are U sure? Well HVSC contains more than 36000 tunes, I agree that most of the time more is less http://www.hvsc.c64.org/ PS I personaly always listen to Galway, Hubbard of course, Daglish, Maniac of noise, Mark Cooksey, Richard Joseph and some others hard to remember right now... |
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08 December 2009, 10:27 | #3 |
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Thanks for this kamelito my favourites are hubbard,daglish,galway etc to.
All music nowadays are of orchestral type music on ps3 etc totally boring not original tunes. you wont get days like that again thanks anyway. |
08 December 2009, 10:48 | #4 |
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Have someone tried out the CGSC, Compute Gazette SID Collection? I like them a lot. If someone wants them, i can upload them to The Zone!
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14 November 2019, 18:10 | #5 |
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Sorry if i use this thread, just to avoid to start another thread
About SID tunes, i like them very much too But how can i rip those from game / demo under emulation ? There's a tool to do such task ? Thanks in advance, chip |
17 November 2019, 02:06 | #6 |
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You can't rip a SID in the same way you can rip a MOD. SID's include executable code (sometimes referred to as drivers or players).
What are you wanting to rip? It's almost definitely been ripped, already. |
17 November 2019, 06:10 | #7 |
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Hey chip,
afaik it is quite a manual task as it is like ripping code from a game. To gain understanding of the structure of these music modules it's quite interesting to a look at the sid files and especially it's headers. These .sid files are our non standardized code blocks playing music, but - and thats the big difference - with a header which tells the sid player what to do. And tells us whats happening (and where in this linear $0000..$FFFF 64k adress space). Now we can take a closer look at the .sid header to see how the music module contained works. For example let's take a look at thanatos.sid: The header tells us - it's a psid file type - offset is $007c (header ends and module begins), see byte $0006 - load adress of the "module" is $c000 - init call is $c009, see byte $000a - play routine is at $c00f (just call it every vblank), see byte $000c (which causes most sids to being played a little faster on ntsc machines IIRC ) As much as I remember - the sids are based in completely different memory locations (c64 is non multitasking. all routine/data/module adresses are absolute and just have to give space to each other). For example: cauldron1 sid loads to $3a76, Frantic Freddie loads to $a000 and Nexus (one of my favourites) loads to $4a00. Have fun! [ Show youtube player ] |
17 November 2019, 08:38 | #8 |
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Hi Nighshift, thanks for the infos
I made some progresses, but now i'm blocked If you can help me, i'm stopped to the "Init Address" and "Play Address" values detection I mean, i'm able to rip the raw SID data, but when i must use SIDEdit to find the two values of above, i don't know what to do In which way can i determine the "Init Address" and "Play Address" for a module ? Thanks Nightshift, chip |
17 November 2019, 14:37 | #9 | |
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Hey,
I didn't know SidEdit is out there, that's cool will look into it. It's been some years I looked into this and I got my Info from here. Quote:
I think you'd have to take a look at the code (or the $0314 irq pointers) to get an idea where the play routine is. For example run the game/application/intro, freeze it (Action Cartridge,...) and use the disassembler. But I must admit I haven't finished this task because I found a .sid and it's just so convenient. And it's sometimes easy and sometimes difficult, so it's maybe some kind of an art to successfully convert them to sid files. PS: Or did you mean how to play the raw sid data? IIRC that's easy. Put the raw data to the start adress, call init once (JSR Init) and call play each vbl (JSR Play), most often via code referenced by the $0314 IRQ pointers. PPS: Now I have to go snow shovelling as there is the first _real_ snowfall this winter. |
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17 November 2019, 14:43 | #10 |
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I mean when i ripped the module directly from a game / intro by myself
I have this raw data and, as you said, i must create the header to play it But to do that in the correct way i need these two values I really have no idea how to retrieve those There's an example in the guide i found, but my real cases are different Thanks anyway, i hope i will find the way in the end |
17 November 2019, 15:03 | #11 | |
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Quote:
Really have to go outside now, maybe I find the time to show an example later... Or if it's one particular module you want to rip, you could upload it and we all take a try... (not sure of the outcome) Last edited by Nightshft; 17 November 2019 at 16:04. |
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17 November 2019, 15:06 | #12 |
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Ok, thanks for your time
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24 November 2019, 19:15 | #13 |
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Just as info (since i made a request in this thread), i haven't the need of help anymore
I found a way in the end (even if for the more simple rips) |
29 November 2019, 16:17 | #14 |
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Sadly, what Hewitson said is right
I started since a week to scan C64 stuff and ONLY two new SIDs found That's really few, i'm sorry i could leave this C64 adventure soon |
30 November 2019, 17:26 | #15 |
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Yep, finished !
The "new" C64 adventure is just finished in less than a week In a certain way i knew that My fault, indeed i was not able to learn well to rip the SIDs So, it's difficult to rip and at the same it's difficult to find new SIDs Summarizing, no gratification in scanning stuff I can better and with more joy scan Amiga stuff I don't know why, but the probability to find "new" musics (not in modland, which i use as point of reference) for Amiga games/demos is much higher indeed |
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