> > It can produce some stunning music in the right hands, without 'demoscene tricks' > > (which have been used recently to do sample playback on it, yes, but such tricks > > aren't really practical for game music and aren't what the majority of them are > using > > since many of them are played during gameplay, when you wouldn't have the cycles > for > > that) > > Demoscene tricks maybe, recently no, not practical are you joking? It's the sound > chip of the Atari ST... > > Arcade-wise the tricks usually aren't needed because a non-dma DAC costs nothing, the > crudest version being some ttl for address decode, a latch, some resistors for > digital-analog conversion and a lowpass filter (e.g. one resistor and one capacitor) > to clean up the worst crap. Not sure why the computers didn't have some as a matter > of course. It was so easy that the ST had *two* cartridges (ST replay, MV16) that did > just that. > > OG.
Well I was mostly meaning you're not going to get a ZX Spectrum doing https://www.youtube.com/watch?v=2BbBwwdueM0 during gameplay, presumably that's all your actual CPU cycles and most of the memory eaten up just on the music.
You did get various little speech clips tho, yeah.
I don't think any of the actual ingame music is anything you'd class as demoscene tho
https://www.youtube.com/watch?v=Y8CMScjD82o is still one of my favourites for actual game music (It's a Rob Hubbard track)
Then you've got the Spectrum LED Storm, a Tim Folin one, which I much prefer over the arcade soundtrack https://www.youtube.com/watch?v=9b9XjxK2RJc
and a huge number of Codemasters games too (most of the Dizzy series for example)
I'm less familiar with it's use on the Atari ST tho
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