Hmmm.. now to do a 8 channel one
Can all registered uses please login, even just for a few minutes..
It helps build a picture where our "good traffic" is coming from..
Thanks :)
It helps build a picture where our "good traffic" is coming from..
Thanks :)
Super Cars II (Atari ST) - finally cracking how the graphics and tracks work
Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work
New menu & game music ?
Chip to protracker basically !
Hmmm.. now to do a 8 channel one
Can a STE play 8 channels.. no idea 
Hmmm.. now to do a 8 channel one
Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work
STe regularly used to play 5 channels in menus and title screens. Four samples mixed in software into one HW channel plus the other HW channel.
Not in-game as it eats too much CPU time
Plus you can use the YM PSG at the same time
Not in-game as it eats too much CPU time
Plus you can use the YM PSG at the same time
Senior Principal ASIC Engineer - SystemVerilog, VHDL
Thalion Webshrine - http://thalion.atari.org
ST,STf,STfm,STe,MegaST,MegaSTe,Falcon060
A500+,A600,A4000/060,CD32,CDTV
Thalion Webshrine - http://thalion.atari.org
ST,STf,STfm,STe,MegaST,MegaSTe,Falcon060
A500+,A600,A4000/060,CD32,CDTV
Re: Super Cars II (Atari ST) - finally cracking how the graphics and tracks work
Its hard to remember there was a 8 channel tracker on the STE, I used my Falcon a lot back in the day, so likely was one there.alexh wrote: Mon Oct 19, 2026 10:46 pm STe regularly used to play 5 channels in menus and title screens. Four samples mixed in software into one HW channel plus the other HW channel.
True - but not exactly true. Putnik redid xenon to play DMA sound direct from harddisk. It only took a couple % CPU time.Not in-game as it eats too much CPU time

