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Looking For Songs / Song Discussions » N64 ?
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Ultrasyd( o Y o ) ლ(°◡°ლ) 72 Posts #127 (16 years, 11 months ago) |
Is N64 olskool enough or not ? I remember that Mario Kart, Diddy Kong Racing and Mario 64 have great music. |
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franz_opahoplaa! 79 Posts #128 (16 years, 11 months ago) |
How N64 music is produced? is it just wave-audio taken from whatever source or is it a music played by machine's sound card?
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Stefan_LDeleted by request 167 Posts #129 (16 years, 11 months ago) |
I belive the most common way was that the N64 played the music like SNES and not using MP3 or similar much.
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Ultrasyd( o Y o ) ლ(°◡°ლ) 72 Posts #132 (16 years, 11 months ago) |
Yes, as it's cartridge based i think there is not much space on it and it's a bit like SNES. I know nothing about sound generator. But maybe we have enough platforms to fill for the moment, before adding such "recent" hardware |
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FalkenFalken / brainstorm 48 Posts #373 (16 years ago) |
I realize this thread is over 10 months old and we already have some N64 tracks, but just for the record... The N64 has a sub-processor (called the RCP) which contains reprogrammable microcode, similar to today's GPU shaders. Many games use the exact same microcode, which made it easy to emulate on a high level. The RCP was responsible for handing graphics data off to the GPU, and also producing audio output. There are specialized opcodes for doing mixing of audio (addmul, addshift, etc), and due to the small amount of memory available both in RAM and in ROM, waveform samples were mixed together to generate music. The maximum number of channels was only limited by the speed of the RCP, but most early games typically used between 8 and 16 channels. Some specialized games (the ones by Factor 5 come to mind) used customized microcode to decompress MPEG audio streams straight from ROM. I was the author of the Project UnReality emulator, in case if anyone remembers it... heh. |
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Ultrasyd( o Y o ) ლ(°◡°ლ) 72 Posts #682 (15 years ago) |
Ohhh it was you ! Yes i remember this emulator : )
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