[sdiy] SuperZaxxon
Andre Majorel
amajorel at teaser.fr
Sat Oct 5 21:09:50 CEST 2002
On 2002-10-04 20:45 -0500, Paul Schreiber wrote:
> From last post: Look at page 4 of the PDF schematic for Super
> Zaxxon. It's like a TR-808! Every sound effect has an analog
> "synth", based on noise, twin-T filters and a sequencer using
> some '393 counters to "chain" the individual effects together.
> Many of these older games used discrete analog circuits in the
> sound generation.
As is the shooting sound for Galaxian and Moon Cresta. From the
emulation in Mame, (which is quite faithful as far as I
remember) :
http://www.teaser.fr/~amajorel/misc/galaxian.wav.gz
http://www.teaser.fr/~amajorel/misc/galaxian.ogg
This one is interesting because it sounds different from (better
than) the square waves and grainy noise generators that were
often used. At the time I was very impressed, and tried to
duplicate it on a GI 8912.
Another good sounding arcade hardware of the day was the Namco
board, used by Pac Man, Galaga and many others. It was a wave
table design with 32 samples per table and 4 bits of resolution
(beats the PPG <g>). They cramed 8 waveforms in a 256-byte PROM.
Galaga shows how the developers often took advantage of the
ability to have a full range of timbres in the same game. The
results were quite musical, if lo-fi.
--
André Majorel <amajorel at teaser.fr>
http://www.teaser.fr/~amajorel/
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