Hello:
This is my first post as you may see but I've been reading these forums for some time now.
Well, hi everyone.
Now to the stuff:
You people seem to be a little confused about how sound works on the Nintendo 64 so I though I'd shed some light.
As you may already know the N64 hast a CPU and a co-processor called the Reality chip that takes care of sound and video (more or less like the GC's Flipper).
All previous mainstream consoles and handhelds used DEDICATED hardware for sound sythesizing: Genesis used a Yamaha chip fot that (like all prevous sega machines as far as I know), the SNES a Sony SPC700 custom unit, NES and GC use a dedicated chip too, PSX and Saturn also use dedicated hardware, but I don't know the specifics about that.
When you have dedicated hardware for some task you can roughly separate the code for that hardware and make it run independently just taking care you create an apropriate environment to make it think it is conected to what it spects to be to the needed extent. As so, in NES sound there is a SINGLE format for sound (not counting games with special EXTRA chips on the cartridge board for sound to add extra channels and sounds, like VRC6 from some konami games) and it can be more or less easily identified and ripped from the ROM images to a custom format (NSF in ths case). For SNES we have SPC, wich is excelently explained in this page http://www.alpha-ii.com/snesmusic/files/spc700.html.
Genesis ripped sound format is a logged one, which basically means that sound is played normally on an emulator and the activity and data of the sound chip is logged to a file for later playback, wich is a somewhat different way of doing things, but even with this, the data is stored somewhat in a recognisable way as it should be written for a specific DEDICATED hardware.
In N64 sound and video are sharing the same processor so there is not a dedicated DSP that does things in a standard way. rather than that, sound processing and synthesizing is coded for each game by it's developer separatly. In other words. each game makes music it's own way and there's no standard. Sound is synthesized by SOFTWARE and not hardware. There's no common functions, nor channels nor effects or a fixed sample rate. Each game is different.
you can read more info here (and get to know the USF format if you didn't already
)
http://halleyscometsoftware/usf
long post for a first. isn't it?
hope you find this useful
This is my first post as you may see but I've been reading these forums for some time now.
Well, hi everyone.
Now to the stuff:
You people seem to be a little confused about how sound works on the Nintendo 64 so I though I'd shed some light.
As you may already know the N64 hast a CPU and a co-processor called the Reality chip that takes care of sound and video (more or less like the GC's Flipper).
All previous mainstream consoles and handhelds used DEDICATED hardware for sound sythesizing: Genesis used a Yamaha chip fot that (like all prevous sega machines as far as I know), the SNES a Sony SPC700 custom unit, NES and GC use a dedicated chip too, PSX and Saturn also use dedicated hardware, but I don't know the specifics about that.
When you have dedicated hardware for some task you can roughly separate the code for that hardware and make it run independently just taking care you create an apropriate environment to make it think it is conected to what it spects to be to the needed extent. As so, in NES sound there is a SINGLE format for sound (not counting games with special EXTRA chips on the cartridge board for sound to add extra channels and sounds, like VRC6 from some konami games) and it can be more or less easily identified and ripped from the ROM images to a custom format (NSF in ths case). For SNES we have SPC, wich is excelently explained in this page http://www.alpha-ii.com/snesmusic/files/spc700.html.
Genesis ripped sound format is a logged one, which basically means that sound is played normally on an emulator and the activity and data of the sound chip is logged to a file for later playback, wich is a somewhat different way of doing things, but even with this, the data is stored somewhat in a recognisable way as it should be written for a specific DEDICATED hardware.
In N64 sound and video are sharing the same processor so there is not a dedicated DSP that does things in a standard way. rather than that, sound processing and synthesizing is coded for each game by it's developer separatly. In other words. each game makes music it's own way and there's no standard. Sound is synthesized by SOFTWARE and not hardware. There's no common functions, nor channels nor effects or a fixed sample rate. Each game is different.
you can read more info here (and get to know the USF format if you didn't already
http://halleyscometsoftware/usf
long post for a first. isn't it?
hope you find this useful