c64-kb 0.17.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +2082 -0
- package/LICENSE +29 -0
- package/README.md +559 -0
- package/VERSION +25 -0
- package/dist/cli/setup.js +66 -0
- package/dist/cli/setup.js.map +1 -0
- package/dist/cli-memorize-audit.js +97 -0
- package/dist/cli-memorize-audit.js.map +1 -0
- package/dist/cli.js +335 -0
- package/dist/cli.js.map +1 -0
- package/dist/config.js +83 -0
- package/dist/config.js.map +1 -0
- package/dist/context.js +53 -0
- package/dist/context.js.map +1 -0
- package/dist/domain/budget-notes.js +104 -0
- package/dist/domain/budget-notes.js.map +1 -0
- package/dist/domain/budget.js +417 -0
- package/dist/domain/budget.js.map +1 -0
- package/dist/domain/game-design.js +77 -0
- package/dist/domain/game-design.js.map +1 -0
- package/dist/domain/timing.js +39 -0
- package/dist/domain/timing.js.map +1 -0
- package/dist/graph/apply.js +132 -0
- package/dist/graph/apply.js.map +1 -0
- package/dist/graph/claims.js +231 -0
- package/dist/graph/claims.js.map +1 -0
- package/dist/graph/extract/archetype.js +118 -0
- package/dist/graph/extract/archetype.js.map +1 -0
- package/dist/graph/extract/common.js +69 -0
- package/dist/graph/extract/common.js.map +1 -0
- package/dist/graph/extract/failure.js +37 -0
- package/dist/graph/extract/failure.js.map +1 -0
- package/dist/graph/extract/game-design.js +189 -0
- package/dist/graph/extract/game-design.js.map +1 -0
- package/dist/graph/extract/hardware.js +124 -0
- package/dist/graph/extract/hardware.js.map +1 -0
- package/dist/graph/extract/pitfall.js +62 -0
- package/dist/graph/extract/pitfall.js.map +1 -0
- package/dist/graph/extract/raster-band.js +56 -0
- package/dist/graph/extract/raster-band.js.map +1 -0
- package/dist/graph/extract/recipe.js +71 -0
- package/dist/graph/extract/recipe.js.map +1 -0
- package/dist/graph/extract/technique-entities.js +180 -0
- package/dist/graph/extract/technique-entities.js.map +1 -0
- package/dist/graph/extract/technique.js +179 -0
- package/dist/graph/extract/technique.js.map +1 -0
- package/dist/graph/extract/toolchain.js +67 -0
- package/dist/graph/extract/toolchain.js.map +1 -0
- package/dist/graph/extract/types.js +3 -0
- package/dist/graph/extract/types.js.map +1 -0
- package/dist/graph/extract/vocabulary.js +65 -0
- package/dist/graph/extract/vocabulary.js.map +1 -0
- package/dist/graph/extract.js +43 -0
- package/dist/graph/extract.js.map +1 -0
- package/dist/graph/kernal-clobbers.js +64 -0
- package/dist/graph/kernal-clobbers.js.map +1 -0
- package/dist/graph/machine-variants.js +208 -0
- package/dist/graph/machine-variants.js.map +1 -0
- package/dist/ingest/files.js +99 -0
- package/dist/ingest/files.js.map +1 -0
- package/dist/ingest/passes.js +104 -0
- package/dist/ingest/passes.js.map +1 -0
- package/dist/ingest/points.js +50 -0
- package/dist/ingest/points.js.map +1 -0
- package/dist/ingest/report.js +140 -0
- package/dist/ingest/report.js.map +1 -0
- package/dist/ingest/tally.js +81 -0
- package/dist/ingest/tally.js.map +1 -0
- package/dist/ingest/verified-on.js +43 -0
- package/dist/ingest/verified-on.js.map +1 -0
- package/dist/ingest.js +135 -0
- package/dist/ingest.js.map +1 -0
- package/dist/schemas/cost-basis.js +5 -0
- package/dist/schemas/cost-basis.js.map +1 -0
- package/dist/schemas/machine-variant.js +25 -0
- package/dist/schemas/machine-variant.js.map +1 -0
- package/dist/schemas/plan-budget.js +121 -0
- package/dist/schemas/plan-budget.js.map +1 -0
- package/dist/schemas/tool-outputs.js +526 -0
- package/dist/schemas/tool-outputs.js.map +1 -0
- package/dist/server/define-tool.js +52 -0
- package/dist/server/define-tool.js.map +1 -0
- package/dist/server/defined-only.js +9 -0
- package/dist/server/defined-only.js.map +1 -0
- package/dist/server/tools-briefings.js +70 -0
- package/dist/server/tools-briefings.js.map +1 -0
- package/dist/server/tools-lookup.js +180 -0
- package/dist/server/tools-lookup.js.map +1 -0
- package/dist/server/tools-maintenance.js +116 -0
- package/dist/server/tools-maintenance.js.map +1 -0
- package/dist/server/tools-pitfalls.js +89 -0
- package/dist/server/tools-pitfalls.js.map +1 -0
- package/dist/server/tools-recipes.js +296 -0
- package/dist/server/tools-recipes.js.map +1 -0
- package/dist/server/tools-runtime.js +48 -0
- package/dist/server/tools-runtime.js.map +1 -0
- package/dist/server/tools.js +43 -0
- package/dist/server/tools.js.map +1 -0
- package/dist/server.js +95 -0
- package/dist/server.js.map +1 -0
- package/dist/services/analytics/schema.js +78 -0
- package/dist/services/analytics/schema.js.map +1 -0
- package/dist/services/analytics/statements.js +99 -0
- package/dist/services/analytics/statements.js.map +1 -0
- package/dist/services/analytics.js +195 -0
- package/dist/services/analytics.js.map +1 -0
- package/dist/services/bm25.js +158 -0
- package/dist/services/bm25.js.map +1 -0
- package/dist/services/chunker.js +81 -0
- package/dist/services/chunker.js.map +1 -0
- package/dist/services/embeddings.js +58 -0
- package/dist/services/embeddings.js.map +1 -0
- package/dist/services/falkor/base.js +85 -0
- package/dist/services/falkor/base.js.map +1 -0
- package/dist/services/falkor/links.js +361 -0
- package/dist/services/falkor/links.js.map +1 -0
- package/dist/services/falkor/nodes.js +183 -0
- package/dist/services/falkor/nodes.js.map +1 -0
- package/dist/services/falkor/params.js +45 -0
- package/dist/services/falkor/params.js.map +1 -0
- package/dist/services/falkor/schema.js +77 -0
- package/dist/services/falkor/schema.js.map +1 -0
- package/dist/services/falkor.js +100 -0
- package/dist/services/falkor.js.map +1 -0
- package/dist/services/qdrant.js +238 -0
- package/dist/services/qdrant.js.map +1 -0
- package/dist/services/versions.js +73 -0
- package/dist/services/versions.js.map +1 -0
- package/dist/services/vice-bin.js +51 -0
- package/dist/services/vice-bin.js.map +1 -0
- package/dist/tools/briefings/archetype.js +174 -0
- package/dist/tools/briefings/archetype.js.map +1 -0
- package/dist/tools/briefings/budget.js +177 -0
- package/dist/tools/briefings/budget.js.map +1 -0
- package/dist/tools/briefings/build-order.js +135 -0
- package/dist/tools/briefings/build-order.js.map +1 -0
- package/dist/tools/briefings/build.js +185 -0
- package/dist/tools/briefings/build.js.map +1 -0
- package/dist/tools/briefings/discovery.js +290 -0
- package/dist/tools/briefings/discovery.js.map +1 -0
- package/dist/tools/briefings/plan-pitfalls.js +69 -0
- package/dist/tools/briefings/plan-pitfalls.js.map +1 -0
- package/dist/tools/briefings/render.js +151 -0
- package/dist/tools/briefings/render.js.map +1 -0
- package/dist/tools/briefings/rows.js +41 -0
- package/dist/tools/briefings/rows.js.map +1 -0
- package/dist/tools/briefings/toolchain.js +63 -0
- package/dist/tools/briefings/toolchain.js.map +1 -0
- package/dist/tools/briefings/why-proposed.js +69 -0
- package/dist/tools/briefings/why-proposed.js.map +1 -0
- package/dist/tools/briefings.js +44 -0
- package/dist/tools/briefings.js.map +1 -0
- package/dist/tools/feedback.js +97 -0
- package/dist/tools/feedback.js.map +1 -0
- package/dist/tools/hydrate.js +75 -0
- package/dist/tools/hydrate.js.map +1 -0
- package/dist/tools/intelligence.js +67 -0
- package/dist/tools/intelligence.js.map +1 -0
- package/dist/tools/lint/asm-decimal.js +86 -0
- package/dist/tools/lint/asm-decimal.js.map +1 -0
- package/dist/tools/lint/asm-rules.js +221 -0
- package/dist/tools/lint/asm-rules.js.map +1 -0
- package/dist/tools/lint/asm-shared.js +3 -0
- package/dist/tools/lint/asm-shared.js.map +1 -0
- package/dist/tools/lint/c-rules.js +215 -0
- package/dist/tools/lint/c-rules.js.map +1 -0
- package/dist/tools/lint/text.js +122 -0
- package/dist/tools/lint/text.js.map +1 -0
- package/dist/tools/lint/types.js +40 -0
- package/dist/tools/lint/types.js.map +1 -0
- package/dist/tools/lint.js +76 -0
- package/dist/tools/lint.js.map +1 -0
- package/dist/tools/memorization-mcp.js +111 -0
- package/dist/tools/memorization-mcp.js.map +1 -0
- package/dist/tools/pitfalls/bm25.js +53 -0
- package/dist/tools/pitfalls/bm25.js.map +1 -0
- package/dist/tools/pitfalls/format.js +58 -0
- package/dist/tools/pitfalls/format.js.map +1 -0
- package/dist/tools/pitfalls/graph.js +124 -0
- package/dist/tools/pitfalls/graph.js.map +1 -0
- package/dist/tools/pitfalls.js +134 -0
- package/dist/tools/pitfalls.js.map +1 -0
- package/dist/tools/prompts.js +81 -0
- package/dist/tools/prompts.js.map +1 -0
- package/dist/tools/query/compatibility/closure.js +62 -0
- package/dist/tools/query/compatibility/closure.js.map +1 -0
- package/dist/tools/query/compatibility/facts.js +28 -0
- package/dist/tools/query/compatibility/facts.js.map +1 -0
- package/dist/tools/query/compatibility/fetch.js +164 -0
- package/dist/tools/query/compatibility/fetch.js.map +1 -0
- package/dist/tools/query/compatibility/hard-rules.js +159 -0
- package/dist/tools/query/compatibility/hard-rules.js.map +1 -0
- package/dist/tools/query/compatibility/index.js +27 -0
- package/dist/tools/query/compatibility/index.js.map +1 -0
- package/dist/tools/query/compatibility/kernal-zp-rule.js +90 -0
- package/dist/tools/query/compatibility/kernal-zp-rule.js.map +1 -0
- package/dist/tools/query/compatibility/render.js +106 -0
- package/dist/tools/query/compatibility/render.js.map +1 -0
- package/dist/tools/query/compatibility/rules.js +337 -0
- package/dist/tools/query/compatibility/rules.js.map +1 -0
- package/dist/tools/query/compatibility/unit-rules.js +253 -0
- package/dist/tools/query/compatibility/unit-rules.js.map +1 -0
- package/dist/tools/query/game-design.js +83 -0
- package/dist/tools/query/game-design.js.map +1 -0
- package/dist/tools/query/lookups.js +220 -0
- package/dist/tools/query/lookups.js.map +1 -0
- package/dist/tools/query/plan-budget.js +266 -0
- package/dist/tools/query/plan-budget.js.map +1 -0
- package/dist/tools/query/recipes.js +214 -0
- package/dist/tools/query/recipes.js.map +1 -0
- package/dist/tools/query/retrieval.js +128 -0
- package/dist/tools/query/retrieval.js.map +1 -0
- package/dist/tools/query/shared.js +121 -0
- package/dist/tools/query/shared.js.map +1 -0
- package/dist/tools/query/techniques.js +331 -0
- package/dist/tools/query/techniques.js.map +1 -0
- package/dist/tools/query/timing.js +106 -0
- package/dist/tools/query/timing.js.map +1 -0
- package/dist/tools/query/types.js +11 -0
- package/dist/tools/query/types.js.map +1 -0
- package/dist/tools/query.js +21 -0
- package/dist/tools/query.js.map +1 -0
- package/dist/tools/resources.js +186 -0
- package/dist/tools/resources.js.map +1 -0
- package/dist/tools/run-game.js +249 -0
- package/dist/tools/run-game.js.map +1 -0
- package/dist/tools/selfimprovement.js +367 -0
- package/dist/tools/selfimprovement.js.map +1 -0
- package/docker-compose.yml +35 -0
- package/docs/ARCHITECTURE.md +164 -0
- package/docs/CONVENTIONS-archetypes.md +158 -0
- package/docs/CONVENTIONS-failures.md +46 -0
- package/docs/CONVENTIONS-game-designs.md +75 -0
- package/docs/CONVENTIONS-hardware-reference.md +184 -0
- package/docs/CONVENTIONS-pitfalls.md +91 -0
- package/docs/CONVENTIONS-recipes.md +106 -0
- package/docs/CONVENTIONS-techniques.md +309 -0
- package/docs/CONVENTIONS-toolchain-reference.md +89 -0
- package/docs/ONTOLOGY.md +655 -0
- package/docs/art/art-production-reference.md +157 -0
- package/docs/art/asset-pipelines.md +586 -0
- package/docs/c64-failure-patterns.md +693 -0
- package/docs/demo-design/demo-composition.md +349 -0
- package/docs/demo-design/demo-design-philosophy.md +320 -0
- package/docs/demo-design/intro-cracktro-patterns.md +435 -0
- package/docs/figures/ctm-spd-embed-probe.png +0 -0
- package/docs/figures/dot-flag-mid-5000000.png +0 -0
- package/docs/figures/dot-flag-no-erase-12000000.png +0 -0
- package/docs/figures/edges.json +1 -0
- package/docs/figures/fig6-architecture.png +0 -0
- package/docs/figures/fig7-ontology.png +0 -0
- package/docs/figures/screen-dissolve-mid-frame25.png +0 -0
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- package/docs/figures/spindle-two-parts-part1.png +0 -0
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- package/docs/figures/starters/action-puzzle.png +0 -0
- package/docs/figures/starters/adventure.png +0 -0
- package/docs/figures/starters/beat-em-up.png +0 -0
- package/docs/figures/starters/demo.png +0 -0
- package/docs/figures/starters/platformer.png +0 -0
- package/docs/figures/starters/shmup-vertical.png +0 -0
- package/docs/figures/tape-kernal-master-ntsc.png +0 -0
- package/docs/figures/tape-kernal-master-pal.png +0 -0
- package/docs/figures/tape-turbo-loader-ntsc.png +0 -0
- package/docs/figures/tape-turbo-loader-pal.png +0 -0
- package/docs/figures/tape-turbo-master-ntsc.png +0 -0
- package/docs/figures/tape-turbo-master-pal.png +0 -0
- package/docs/figures/tech-tech-pad2-12000000.png +0 -0
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- package/docs/figures/twister-mid-5000000.png +0 -0
- package/docs/figures/twister-straight-12000000.png +0 -0
- package/docs/figures/vector-balls-nosort-ntsc.png +0 -0
- package/docs/figures/vector-balls-nosort.png +0 -0
- package/docs/formats/c64-file-formats.md +1212 -0
- package/docs/formats/iec-disk-reference.md +754 -0
- package/docs/game-design/c64-game-archetypes.md +273 -0
- package/docs/game-design/designs/falling-blocks.md +54 -0
- package/docs/game-design/designs/platformer-scaffold.md +48 -0
- package/docs/game-design/designs/simple-shmup.md +27 -0
- package/docs/game-design/enemy-behaviour-and-difficulty.md +349 -0
- package/docs/game-design/game-design-patterns.md +1189 -0
- package/docs/game-design/game-structure.md +354 -0
- package/docs/game-design/production-planning.md +349 -0
- package/docs/game-design/reference-game-sources.md +90 -0
- package/docs/hardware/6502-illegal-opcodes.md +1353 -0
- package/docs/hardware/6510-cpu-reference.md +2112 -0
- package/docs/hardware/c64-memory-map.md +3184 -0
- package/docs/hardware/c64-registers-reference.md +996 -0
- package/docs/hardware/cia-reference.md +1281 -0
- package/docs/hardware/kernal-routines-reference.md +1836 -0
- package/docs/hardware/pal-ntsc-reference.md +813 -0
- package/docs/hardware/sid-reference.md +1137 -0
- package/docs/hardware/vic-ii-reference.md +1714 -0
- package/docs/music/music-production-reference.md +403 -0
- package/docs/pitfalls/banking.md +1067 -0
- package/docs/pitfalls/cia.md +1147 -0
- package/docs/pitfalls/cpu.md +874 -0
- package/docs/pitfalls/input.md +282 -0
- package/docs/pitfalls/kernal-and-io.md +1615 -0
- package/docs/pitfalls/loader.md +1191 -0
- package/docs/pitfalls/logic.md +94 -0
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- package/docs/pitfalls/raster-and-badline.md +721 -0
- package/docs/pitfalls/region-timing.md +660 -0
- package/docs/pitfalls/scroll.md +207 -0
- package/docs/pitfalls/sid.md +738 -0
- package/docs/pitfalls/sprite.md +979 -0
- package/docs/pitfalls/text-mode-render.md +1172 -0
- package/docs/recipes/cc65/cartridge-8k.md +398 -0
- package/docs/recipes/cc65/hello-world-conio.md +76 -0
- package/docs/recipes/cc65/memory-layout.md +312 -0
- package/docs/recipes/cc65/screenshots/README.md +14 -0
- package/docs/recipes/cc65/screenshots/cartridge-8k-ntsc.png +0 -0
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- package/docs/recipes/cc65/screenshots/memory-layout-ntsc.png +0 -0
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- package/docs/recipes/kickassembler/basic-float-calls.md +578 -0
- package/docs/recipes/kickassembler/basic-wedge.md +398 -0
- package/docs/recipes/kickassembler/big-font-scroller.md +620 -0
- package/docs/recipes/kickassembler/charset-copy-rom-to-ram.md +623 -0
- package/docs/recipes/kickassembler/cia-revision-detect.md +366 -0
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- package/docs/recipes/kickassembler/compare-16bit-signed.md +1007 -0
- package/docs/recipes/kickassembler/cracktro-template.md +526 -0
- package/docs/recipes/kickassembler/crt-banked.md +276 -0
- package/docs/recipes/kickassembler/dos-error-codes.md +466 -0
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- package/docs/recipes/kickassembler/paddle-read.md +751 -0
- package/docs/recipes/kickassembler/palette-cells.md +219 -0
- package/docs/recipes/kickassembler/pseudo-3d-road.md +930 -0
- package/docs/recipes/kickassembler/pwm-digi.md +463 -0
- package/docs/recipes/kickassembler/raster-bars.md +264 -0
- package/docs/recipes/kickassembler/reu-dma.md +1019 -0
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- package/docs/recipes/kickassembler/screenshots/README.md +72 -0
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- package/docs/recipes/kickassembler/screenshots/charset-copy-rom-to-ram-ntsc.png +0 -0
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# C64 Music Production Reference
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This document covers the musician's side of C64 audio: tracker software,
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tempo considerations across PAL and NTSC. It is deliberately separate from
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hard-restart, ADSR register sequencing, and assembly-level filter routing.
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Read that document for the code side. Read this one for the composition
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---
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## What a C64 musician actually works in
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a tracker, and the tracker is the primary authoring environment. A tracker
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presents notes as sequences of rows in a pattern grid. Each row carries a
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effect commands. Patterns are assembled into a song table that sequences
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them across the three voice channels.
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28
|
+
|
|
29
|
+
The musician's deliverable is a player binary: a small piece of 6502
|
|
30
|
+
machine code that, when called at the interrupt rate (typically every
|
|
31
|
+
raster frame), reads the pattern data compiled from the tracker and writes
|
|
32
|
+
the resulting register values to the SID at $D400. The tracker compiles
|
|
33
|
+
the composition directly into this binary or into a standalone data block
|
|
34
|
+
that the player consumes. The programmer integrates the player binary into
|
|
35
|
+
the final demo or game by calling its init address once and its play
|
|
36
|
+
address from the raster interrupt handler.
|
|
37
|
+
|
|
38
|
+
This split — musician owns the tracker file, programmer owns the
|
|
39
|
+
integration — is the standard handoff model. The format of the compiled
|
|
40
|
+
output (SID file, raw binary at a fixed address, or a relocatable blob)
|
|
41
|
+
determines how the programmer receives the music. Understanding which
|
|
42
|
+
format a tracker produces, and what constraints the player binary imposes
|
|
43
|
+
on memory layout, is shared knowledge between both roles.
|
|
44
|
+
|
|
45
|
+
---
|
|
46
|
+
|
|
47
|
+
## Tracker landscape
|
|
48
|
+
|
|
49
|
+
### GoatTracker 2
|
|
50
|
+
|
|
51
|
+
GoatTracker is the dominant modern tracker for C64 music. It runs
|
|
52
|
+
natively on Windows, macOS, and Linux, which makes it accessible to
|
|
53
|
+
musicians who do not own hardware. The voice model mirrors the SID
|
|
54
|
+
exactly: three voice channels, independent pattern sequences per channel,
|
|
55
|
+
and a shared instrument table where each instrument defines waveform
|
|
56
|
+
tables, ADSR parameters, pulse width sequences, and arpeggio tables.
|
|
57
|
+
|
|
58
|
+
GoatTracker compiles to SID file format (PSID/RSID), to a raw binary
|
|
59
|
+
player at a configurable load address, or to a relocatable module.
|
|
60
|
+
The bundled player binary (GoatTracker Stereo Player or the mono variant)
|
|
61
|
+
is compact, typically under 1 KB for the player code alone. Pattern data
|
|
62
|
+
size depends entirely on the composition. The player is interrupt-driven
|
|
63
|
+
and expects to be called once per frame.
|
|
64
|
+
|
|
65
|
+
GoatTracker's instrument table supports multi-frame waveform and pulse
|
|
66
|
+
sequences — you can define complex attack shapes by stepping through
|
|
67
|
+
a waveform table entry per player tick. This is how experienced composers
|
|
68
|
+
create the characteristic hard-restart attacks that dominate scene-quality
|
|
69
|
+
SID music. The hard-restart is a GoatTracker convention as much as it is
|
|
70
|
+
a hardware technique.
|
|
71
|
+
|
|
72
|
+
Audience: broad. GoatTracker is used for scene demos, game soundtracks,
|
|
73
|
+
standalone SID releases, and chiptune sets.
|
|
74
|
+
|
|
75
|
+
### CheeseCutter
|
|
76
|
+
|
|
77
|
+
CheeseCutter takes a different ergonomic approach. Where GoatTracker
|
|
78
|
+
exposes a deep instrument editor with separate waveform/pulse/arp tables,
|
|
79
|
+
CheeseCutter presents a more visual pattern editor with in-pattern effect
|
|
80
|
+
commands. Composers who come from the Amiga MOD tracker tradition often
|
|
81
|
+
find CheeseCutter's layout more intuitive.
|
|
82
|
+
|
|
83
|
+
The voice and pattern model is comparable: three SID voices, pattern-based
|
|
84
|
+
sequencing, per-instrument ADSR. CheeseCutter's player is larger than
|
|
85
|
+
GoatTracker's; the trade-off is a more expressive effect command set
|
|
86
|
+
accessible directly from the pattern grid without entering a separate
|
|
87
|
+
instrument editor. Compiled output is a player binary with embedded data.
|
|
88
|
+
|
|
89
|
+
Audience: scene composers who prefer pattern-centric workflow; also used
|
|
90
|
+
by composers coming from other platforms.
|
|
91
|
+
|
|
92
|
+
### Defmon
|
|
93
|
+
|
|
94
|
+
Defmon targets the old-school scene revival aesthetic. It runs on real
|
|
95
|
+
C64 hardware or in VICE, positioning itself as a native tool rather than a
|
|
96
|
+
cross-platform editor. The voice model is standard three-voice SID, but
|
|
97
|
+
the instrument design intentionally limits itself to the register-level
|
|
98
|
+
operations available in classic 1980s players. This constraint is
|
|
99
|
+
deliberate: Defmon music sounds immediately period-authentic because the
|
|
100
|
+
instrument architecture does not permit modern multi-frame table tricks.
|
|
101
|
+
|
|
102
|
+
Compiled output integrates with the Defmon player binary. The player is
|
|
103
|
+
small and well-tested on real hardware. Because the tracker runs natively,
|
|
104
|
+
composers get immediate hardware feedback rather than relying on emulation.
|
|
105
|
+
|
|
106
|
+
Audience: scene musicians prioritising hardware authenticity and the
|
|
107
|
+
old-school sound over modern compositional tools.
|
|
108
|
+
|
|
109
|
+
### JCH NewPlayer
|
|
110
|
+
|
|
111
|
+
JCH NewPlayer is both a tracker and the player binary it drives. The
|
|
112
|
+
player itself has a long history in the C64 scene and is known for its
|
|
113
|
+
efficiency. The tracker is designed around the specific data format that
|
|
114
|
+
NewPlayer consumes, which means the player behavior is tightly predictable:
|
|
115
|
+
what you compose in the tracker is exactly what the player executes.
|
|
116
|
+
|
|
117
|
+
NewPlayer supports an expanded voice model through its effect system,
|
|
118
|
+
including pulse modulation and vibrato as first-class commands. The player
|
|
119
|
+
binary size is modest. Because NewPlayer is a specific player with a
|
|
120
|
+
specific tracker tied to it, integration is straightforward: the musician
|
|
121
|
+
delivers the compiled data block, the programmer links the NewPlayer binary
|
|
122
|
+
and calls its interface.
|
|
123
|
+
|
|
124
|
+
Audience: scene musicians who know the NewPlayer sound and want its
|
|
125
|
+
specific tonal character; some game music work.
|
|
126
|
+
|
|
127
|
+
### SID Factory II
|
|
128
|
+
|
|
129
|
+
SID Factory II is Linus Akesson's modern tracker, open-source and
|
|
130
|
+
cross-platform. It is built around a driver model: the tracker compiles
|
|
131
|
+
against a driver binary, and different drivers expose different feature
|
|
132
|
+
sets. The default driver supports multi-frame instrument tables, filter
|
|
133
|
+
automation, and a structured approach to the gate/hard-restart cycle that
|
|
134
|
+
makes the hard-restart behavior explicit and controllable.
|
|
135
|
+
|
|
136
|
+
The player (driver) binary size varies by driver variant, but the standard
|
|
137
|
+
driver is lean. SID Factory II exports to SID format and to raw binaries.
|
|
138
|
+
Its open architecture makes it suited for composers who want to understand
|
|
139
|
+
or modify the player behavior rather than treat it as a black box.
|
|
140
|
+
|
|
141
|
+
Audience: technically inclined composers; scene musicians who want modern
|
|
142
|
+
tooling with transparent internals; contributors to open-source C64
|
|
143
|
+
projects.
|
|
144
|
+
|
|
145
|
+
---
|
|
146
|
+
|
|
147
|
+
## The voice-3-as-drum dogma
|
|
148
|
+
|
|
149
|
+
For most of C64 music history, voice 3 has been the percussion voice.
|
|
150
|
+
The convention exists because the noise waveform — the best available
|
|
151
|
+
approximation of a drum sound — shares the voice with the other
|
|
152
|
+
waveforms. Setting a voice to noise, gating it briefly with a fast attack
|
|
153
|
+
and fast release, and modulating the filter cutoff around that transient
|
|
154
|
+
produces kick and snare approximations. Hi-hat textures come from short
|
|
155
|
+
noise bursts with high cutoff frequencies.
|
|
156
|
+
|
|
157
|
+
The deeper reason voice 3 became the dedicated percussion voice is that
|
|
158
|
+
the SID's filter can optionally disconnect voice 3 from the filter output.
|
|
159
|
+
The $D417 FLTX register's bit 7 (FILT3) routes voice 3 through the
|
|
160
|
+
filter, while the $D418 MOLVOL register's bit 7 (3OFF) disconnects voice
|
|
161
|
+
3 from the output entirely. Using 3OFF, a musician can play a gate-based
|
|
162
|
+
waveform on voice 3 for ring modulation or oscillator sync effects
|
|
163
|
+
without that voice appearing in the audio output at all. The percussion
|
|
164
|
+
convention exploits this: voice 3 runs in 3OFF mode except when a drum
|
|
165
|
+
hit fires, at which point the player briefly enables voice 3 output,
|
|
166
|
+
triggers the noise envelope, and silences it again. This way the drum
|
|
167
|
+
hits punch through without disrupting the melodic voices.
|
|
168
|
+
|
|
169
|
+
The cost is real: voice 3 reserved for drums means the composition is
|
|
170
|
+
effectively two-voice melodic content. Classic C64 game music from the
|
|
171
|
+
1980s — Rob Hubbard, Martin Galway, Jeroen Tel, Chris Hülsbeck — worked
|
|
172
|
+
within this constraint. The best of that era achieved remarkable melodic
|
|
173
|
+
richness through arpeggiated chords on voices 1 and 2 combined with
|
|
174
|
+
gate-timed rhythm on voice 3.
|
|
175
|
+
|
|
176
|
+
When to break it: scene-tier productions from the 2000s onward increasingly
|
|
177
|
+
treat all three voices as melodic instruments and source percussion
|
|
178
|
+
elsewhere — either from a separate digi voice (see section below) or by
|
|
179
|
+
accepting that the composition has no percussion and relying on rhythm
|
|
180
|
+
through arpeggiated basslines. A three-voice melodic arrangement without
|
|
181
|
+
percussion is a valid aesthetic choice in modern scene music. The dogma
|
|
182
|
+
is a convention, not a hardware constraint. Break it intentionally, not
|
|
183
|
+
by accident.
|
|
184
|
+
|
|
185
|
+
---
|
|
186
|
+
|
|
187
|
+
## Filter as a melodic instrument
|
|
188
|
+
|
|
189
|
+
The SID's shared analog filter is a single resonant multi-mode unit that
|
|
190
|
+
processes whichever voices are routed through it. The filter registers
|
|
191
|
+
($D415-$D418) set the cutoff frequency in 11 bits, the resonance level,
|
|
192
|
+
the mode (low-pass, band-pass, high-pass, or combinations), and the voice
|
|
193
|
+
routing. Because the filter is shared and analog, it acts on the sum of
|
|
194
|
+
routed voices rather than per-voice — this is a structural constraint that
|
|
195
|
+
composers must plan around.
|
|
196
|
+
|
|
197
|
+
Used actively, the filter is a synth lead instrument. A slow cutoff sweep
|
|
198
|
+
on a high-resonance low-pass setting creates the characteristic SID synth
|
|
199
|
+
pad sound. A fast cutoff sweep timed to the note gate creates a filter
|
|
200
|
+
attack — the note starts dark and opens to full brightness. A pulsing LFO
|
|
201
|
+
pattern on the cutoff register (written by the player once per frame)
|
|
202
|
+
produces a wah effect. These techniques are implemented in the player
|
|
203
|
+
through cutoff automation tables, which most modern trackers support as
|
|
204
|
+
part of the instrument definition.
|
|
205
|
+
|
|
206
|
+
### The 6581 vs 8580 resonance problem
|
|
207
|
+
|
|
208
|
+
The original 6581 SID (manufactured through approximately 1986) has a
|
|
209
|
+
steeper, more aggressive resonance character and a lower effective cutoff
|
|
210
|
+
range. Its filter is notoriously variable between individual chips; two
|
|
211
|
+
6581s from the same production batch can sound audibly different. The
|
|
212
|
+
later 8580 (from approximately 1987) has a more linear filter response,
|
|
213
|
+
higher effective cutoff ceiling, and much lower chip-to-chip variation.
|
|
214
|
+
The 8580 filter sounds cleaner and more predictable; the 6581 filter is
|
|
215
|
+
warmer and more characterful but harder to control.
|
|
216
|
+
|
|
217
|
+
The practical consequence for composition: a cutoff sweep written against
|
|
218
|
+
a 6581 will sound different — sometimes radically so — on an 8580 and
|
|
219
|
+
vice versa. Composer coping strategies are:
|
|
220
|
+
|
|
221
|
+
- Target one chip revision explicitly. Scene releases typically state a
|
|
222
|
+
chip preference. A musician writing for a known hardware setup can
|
|
223
|
+
calibrate against that chip and accept degraded quality on the other.
|
|
224
|
+
|
|
225
|
+
- Maintain two instrument presets. This is labor-intensive but thorough:
|
|
226
|
+
tune the resonance and cutoff tables separately for 6581 and 8580,
|
|
227
|
+
and switch at integration time based on the target.
|
|
228
|
+
|
|
229
|
+
- Use modal cutoff curves. Rather than sweeping cutoff over a wide range,
|
|
230
|
+
keep cutoff movements within the range where the two chips overlap
|
|
231
|
+
most closely — roughly the midpoint of the 11-bit scale. The audible
|
|
232
|
+
difference between chip revisions narrows in this region. Filter
|
|
233
|
+
movement still reads as expressive without pushing into the extremes
|
|
234
|
+
where divergence is largest.
|
|
235
|
+
|
|
236
|
+
- Accept the difference. Many compositions sound acceptable on both chips
|
|
237
|
+
even without active compensation, because the filter movement is
|
|
238
|
+
secondary to the melodic content. Reserve chip-specific tuning effort
|
|
239
|
+
for compositions where the filter is the primary voice.
|
|
240
|
+
|
|
241
|
+
GoatTracker and SID Factory II both allow the musician to audition their
|
|
242
|
+
work in emulators with explicit 6581 or 8580 filter models. Testing in
|
|
243
|
+
both before delivery is the minimum due diligence.
|
|
244
|
+
|
|
245
|
+
---
|
|
246
|
+
|
|
247
|
+
## Digi techniques from the music side
|
|
248
|
+
|
|
249
|
+
Standard three-voice SID music uses only the three synthesis voices. Digi
|
|
250
|
+
techniques add a fourth audio stream by abusing the 4-bit master volume
|
|
251
|
+
register at $D418 (bits 3-0, MVOL). Writing a rapid sequence of values to
|
|
252
|
+
MVOL while the synthesis voices are silent on a given path produces rough
|
|
253
|
+
but recognizable sample playback — the D/A converter at the output stage
|
|
254
|
+
responds to volume changes quickly enough to reproduce waveforms up to
|
|
255
|
+
roughly 8 kHz at 4-bit resolution.
|
|
256
|
+
|
|
257
|
+
From the musician's perspective, adding digi means deciding whether the
|
|
258
|
+
composition needs it and what the CPU cost is acceptable. Digi playback
|
|
259
|
+
requires the CPU to service the sample stream at a high rate — every few
|
|
260
|
+
raster lines for 8 kHz playback. This competes directly with the raster
|
|
261
|
+
effects and multiplexers in a demo. A game soundtrack playing during
|
|
262
|
+
active game logic has even less CPU headroom. The musician must negotiate
|
|
263
|
+
with the programmer about whether digi is feasible for a given scene.
|
|
264
|
+
|
|
265
|
+
When a musician does add digi voices, the modern preparation pipeline is:
|
|
266
|
+
|
|
267
|
+
1. Record or synthesize the source sound as a WAV at a high sample rate
|
|
268
|
+
(44.1 kHz or 48 kHz) with appropriate processing (gate, compress,
|
|
269
|
+
high-pass filter to reduce DC offset).
|
|
270
|
+
|
|
271
|
+
2. Downsample to the target digi rate, typically 7.8 kHz or 11 kHz
|
|
272
|
+
(both are common player rates matched to the raster interrupt cadence).
|
|
273
|
+
|
|
274
|
+
3. Convert to 4-bit unsigned samples. Several open-source tools perform
|
|
275
|
+
this conversion; the output is a raw binary blob.
|
|
276
|
+
|
|
277
|
+
4. Hand the binary to the programmer along with the target sample rate.
|
|
278
|
+
The programmer configures the player's digi interrupt handler to
|
|
279
|
+
consume the blob at the agreed rate.
|
|
280
|
+
|
|
281
|
+
The musician's constraint is that digi sample data is large relative to
|
|
282
|
+
the rest of the music data and relative to available RAM. A 4-second
|
|
283
|
+
sample at 7.8 kHz, 4-bit resolution, occupies approximately 15.6 KB — a
|
|
284
|
+
significant fraction of the C64's 64 KB address space. Keeping digi
|
|
285
|
+
samples short (drum hits, short vocal stabs) is the standard approach
|
|
286
|
+
rather than continuous digi playback.
|
|
287
|
+
|
|
288
|
+
---
|
|
289
|
+
|
|
290
|
+
## PAL vs NTSC tempo
|
|
291
|
+
|
|
292
|
+
The C64's system clock runs at 985248 Hz on PAL hardware and 1022727 Hz
|
|
293
|
+
on NTSC hardware. The raster interrupt fires every frame: 50 Hz on PAL,
|
|
294
|
+
approximately 60 Hz on NTSC. Because most SID players call the play
|
|
295
|
+
routine once per frame, the tempo of a composition is measured in frames
|
|
296
|
+
per beat — and the absolute tempo in beats per minute differs between PAL
|
|
297
|
+
and NTSC even when the frame count is identical.
|
|
298
|
+
|
|
299
|
+
A composition written at 6 frames per beat plays at 500 BPM on NTSC
|
|
300
|
+
(60 / 6 * 60) and 500 BPM on PAL (50 / 6 * 60 = 500 BPM). Wait — that
|
|
301
|
+
arithmetic is the same because frames-per-beat is a ratio. The difference
|
|
302
|
+
emerges in absolute time: on PAL, 6 frames is 120 ms per beat; on NTSC,
|
|
303
|
+
6 frames is 100 ms. The music plays noticeably faster on NTSC.
|
|
304
|
+
|
|
305
|
+
Player conventions for handling both regions fall into two approaches:
|
|
306
|
+
|
|
307
|
+
- PAL-only assumption. The player assumes 50 Hz and the musician
|
|
308
|
+
calibrates tempo in frames at 50 Hz. On NTSC hardware the music plays
|
|
309
|
+
faster. This is the dominant approach in the European scene. Most SID
|
|
310
|
+
files in the HVSC (High Voltage SID Collection) are authored for PAL.
|
|
311
|
+
NTSC users experience a slight tempo inflation.
|
|
312
|
+
|
|
313
|
+
- Dual-rate players. Some players detect the hardware region by measuring
|
|
314
|
+
the raster interrupt frequency or by reading CIA timer values against
|
|
315
|
+
a known reference, then select a different frames-per-beat value that
|
|
316
|
+
approximates the intended tempo on each platform. This requires the
|
|
317
|
+
player to carry two tempo tables. The compensation is approximate
|
|
318
|
+
because the ratio 60/50 = 1.2 is not an integer; the best attainable
|
|
319
|
+
match is a closest-fraction approximation that may still drift over
|
|
320
|
+
longer compositions.
|
|
321
|
+
|
|
322
|
+
Practical advice for musicians: author at PAL (50 Hz). If NTSC
|
|
323
|
+
compatibility matters, alert the programmer and request a dual-rate player.
|
|
324
|
+
The note frequency tables in the player are also region-specific (the
|
|
325
|
+
correct SID frequency register value for a given pitch differs between PAL
|
|
326
|
+
and NTSC due to the different system clock), so a truly NTSC-compatible
|
|
327
|
+
music build uses NTSC-tuned frequency tables. See
|
|
328
|
+
[docs/techniques/music-sid.md](../techniques/music-sid.md) for the
|
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frequency formula and register values.
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330
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+
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+
---
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+
|
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333
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+
## Modern workflow integration
|
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334
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+
|
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335
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+
Several musicians compose a draft in a DAW environment using SID
|
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336
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+
emulation, then port the composition into a tracker to produce the final
|
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337
|
+
binary. The DAW phase is useful for rapid arrangement sketching,
|
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338
|
+
especially for composers whose primary background is in software
|
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339
|
+
production rather than tracker-based music.
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340
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+
|
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+
SID emulation options used for DAW work:
|
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342
|
+
|
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343
|
+
- reSID is the most accurate software emulation of the 6581/8580. It
|
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344
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+
forms the audio backend in VICE and several SID player applications.
|
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345
|
+
reSID as a VST or AU plugin (in various third-party wrappers) gives
|
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346
|
+
DAW composers direct access to a high-accuracy SID model.
|
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347
|
+
|
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348
|
+
- Plogue Chipsounds includes a SID model that targets compositional
|
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349
|
+
convenience over cycle-accurate emulation. It smooths over some
|
|
350
|
+
hardware quirks to make the instrument more predictable from a DAW
|
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351
|
+
context. The trade-off is that compositions tuned in Chipsounds may
|
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352
|
+
behave differently in a real player.
|
|
353
|
+
|
|
354
|
+
- Hardware: composers with access to a SIDStation synthesizer (which
|
|
355
|
+
contains a real 6581) can route MIDI from the DAW to the SIDStation
|
|
356
|
+
for authentic hardware audition. SIDStation does not produce C64-
|
|
357
|
+
compatible output directly; it is a studio instrument. Compositions
|
|
358
|
+
developed on SIDStation must be rebuilt in a tracker to produce
|
|
359
|
+
a player binary.
|
|
360
|
+
|
|
361
|
+
The porting step from DAW to tracker is the friction point. No tool
|
|
362
|
+
directly converts a MIDI arrangement to a GoatTracker or SID Factory II
|
|
363
|
+
file with correct instrument definitions. The musician transcribes note
|
|
364
|
+
sequences by hand into the tracker, selects instruments that approximate
|
|
365
|
+
the DAW sounds, and re-tunes against the tracker's native playback. This
|
|
366
|
+
is a deliberate step rather than an automated one; the tracker format's
|
|
367
|
+
constraints (three voices, discrete waveform selection, ADSR as stepped
|
|
368
|
+
envelopes) do not map cleanly from DAW plugin parameters.
|
|
369
|
+
|
|
370
|
+
Common modern setup: compose the high-level arrangement in a DAW with a
|
|
371
|
+
reSID VST for tonal reference, export a MIDI render for pitch reference,
|
|
372
|
+
open GoatTracker or SID Factory II alongside the MIDI, transcribe
|
|
373
|
+
patterns, tune instruments against the target chip version (6581 or
|
|
374
|
+
8580 emulation), then hand the compiled binary to the programmer.
|
|
375
|
+
|
|
376
|
+
Reyn Ouwehand's workflow for later compositions (publicly documented in
|
|
377
|
+
scene interviews) demonstrates that experienced C64 musicians often stay
|
|
378
|
+
entirely within the tracker. The DAW-first approach is more common among
|
|
379
|
+
composers who started in software production and came to C64 secondarily.
|
|
380
|
+
|
|
381
|
+
---
|
|
382
|
+
|
|
383
|
+
## Cross-references
|
|
384
|
+
|
|
385
|
+
- [docs/techniques/music-sid.md](../techniques/music-sid.md) — Runtime
|
|
386
|
+
player patterns: init/play convention, ADSR register sequencing, filter
|
|
387
|
+
routing, voice setup, hard-restart. The code counterpart to this
|
|
388
|
+
document.
|
|
389
|
+
|
|
390
|
+
- [docs/hardware/sid-reference.md](../hardware/sid-reference.md) — Full
|
|
391
|
+
register-level reference for the SID chip: $D400-$D418, voice
|
|
392
|
+
architecture, filter modes, 6581 vs 8580 differences, envelope timing
|
|
393
|
+
tables.
|
|
394
|
+
|
|
395
|
+
- [docs/toolchains/sidreloc.md](../toolchains/sidreloc.md) — Moving a
|
|
396
|
+
finished `.sid` to another page and zero-page range when the tracker
|
|
397
|
+
source is not available; the command line, what defeats it, and a
|
|
398
|
+
register-write comparison to check the result.
|
|
399
|
+
|
|
400
|
+
- [docs/art/asset-pipelines.md](../art/asset-pipelines.md) — How tracker
|
|
401
|
+
output (player binary, SID file, or raw data blob) is integrated into
|
|
402
|
+
a demo or game build: load address conventions, multi-file PRG assembly,
|
|
403
|
+
digi sample packing.
|