I love the kind of creativity that these kinds of limitations force.
@George-zk4nv2 жыл бұрын
I’ve always thought that they could use the sound waves on the rock songs that I love. For example, S.E.X. and Feed the Machine are both songs in the C minor key, right? And they’re both by Canadian rock band Nickelback. So if the sound engineers re-recorded those songs again, and maybe they might know about the sound chips used in video games like the NES, then they can use the Ricoh 2A03 sound chip and put it in the chorus of S.E.X. and use it to create other sounds for the instrumental break.
@cybrnekomusic8 жыл бұрын
"It cannot fade out" *fades out*
@MCDreng7 жыл бұрын
Peyton Blanscet technically with some DPCM trickery you could (roughly) fade it out.
@cybrnekomusic7 жыл бұрын
MinecraftWaryur yeah, I know, I've worked with famitracker a long time. I just thought the timing was great, when it said that it couldn't fade out, and then faded out.
@cybrnekomusic7 жыл бұрын
cs127 I know it was. But it was just a funny place to fade out, right after it said that the NES can't. I know that the other channels (except DPCM) have volume from 0 to F (15) and consequently they can't get a smoothe fade out either on their own.
@Scripture-Man5 жыл бұрын
I'm sure it was done as a joke.
@detective_l24133 жыл бұрын
@@cybrnekomusic Same. I've been using FT since I'm 12 years old.
@doyalg2 жыл бұрын
the fact that some of the most memorable video game music of all time came from these limitations is mind blowing.
@dpvg7 жыл бұрын
Great video! Just a minor correction: from what I know, the delta PCM sample depth is actually 7 bit, not 1 bit (which would sound terrible). What you probably confused is that the data stream itself is devided into 1-bit segments.
@randomnerd46003 жыл бұрын
the sample channel has two modes : PCM and DPCM, PCM is a stream of numbers corresponding to diferent voliumes like an mp3 or something while DPCM is a stream of 0's and 1's, if its a 0 it subtracts 1 from the voliume and if its a 1 it adds 1 to the voliume. edit : PCM is a 7bit register you write to with the CPU, DPCM activates itself every few cycles and only requires the cpu to start it
@CommunitySkratch11 ай бұрын
so is it 1 bit or 7 bit ;v @@randomnerd4600
@therealhardrock10 жыл бұрын
The 12.5%, 25%, and 50% on the pulse wave channels sound like the different pickups on an electric guitar, the higher the pickup is, the softer the sound. I always felt like Konami games had heavy metal music because they sound like a guitar with distortion and all of the power on the bottom pickup.
@George-zk4nv2 жыл бұрын
Those pulse waves also sound like different chords on a piano too.
@superleviathan4 жыл бұрын
What's fascinating to me is that, for the most part (barring the Famicom Disk System and some third party games with custom chips), these were the tools for audio for the NES' lifetime. So, a game from 1993 will use the same channels as a game from 1983, but sound completely different based on how sophisticated the developers have become with the hardware.
@thenamelessavenger11 жыл бұрын
I am not satisfied with the 8-bit Reason tutorials I am finding, so in my research and quest for eventually making my own I found this. it was EXACTLY what i needed to deconstruct the channels and start programming my own. Thank you so much for sharing your knowledge.
@nis5e2 жыл бұрын
Excellent video, both clear and tightly paced. Would love more in this style, especially with popular de-constructed tracks as examples, like with the Mario Bros track at 00:43.
What's also interesting is that the NES sound chip is monophonic. That is, each channel can only play one note at any given time, meaning its impossible to play Chords on individual channels, only Arpeggios. The Game Boy had this exact same limitation. And on top of that, the sound effects and music had to share sound channels, so the music would have to be programmed to ignore notes at certain times in order for the sound effects to play (this is very easy to notice while playing Super Mario Bros. 2). Composers still found creative ways to work around that limit by having all of the sound channels working together. They really knew how to make the most with what they had!
@George-zk4nv2 жыл бұрын
That 50% pulse wave in arpeggio sound sounds exactly like the telephone ringing.
@turbohusque11 жыл бұрын
Wow! This is a really informative and interesting series! I grew up with the NES and have always loved chiptune music. Thanks!
@George-zk4nv2 жыл бұрын
I’m glad they released the NES again!
@theguardian83178 жыл бұрын
Very nice explanation with examples! Channel 3 makes me think of SMB2 (especially the pause screen) Channel 4 makes me think of the NES version of Maniac Mansion
@SpongeMagic8 жыл бұрын
Channel 3 is the Bass line to SMB2.
@George-zk4nv2 жыл бұрын
When you hear the examples of 12.5%, 25%, and 50%, are they in a game?
@tribaltroll9 жыл бұрын
Very interesting. I always noticed that in SMB3 when you're flipping your tail while flying (or floating back down), the tail sound interferes with the background music. So much so that it makes the melody sound very different.
@Pirateyware9 жыл бұрын
+10forRP All NES sound effects interfere with the background music, by nature. The music and sounds all have to use the same 5 sound channels, so generally something has to get sacrificed for the duration of the sound effect.
@vuurniacsquarewave50919 жыл бұрын
+Plastiware However, every once in a while you got games like Alien 3 or Robocop 3, which simply reserved channels exclusively for one task only. In Robocop 3 you've got only a single pulse channel playing music, while everything else is doing the sound effects. In Alien 3, a single pulse channel is used for sound effects, and the rest for music. This is not a very good way of doing things though...
@vittosphonecollection57289 Жыл бұрын
I wonder if Noise in mode 2 can be used for bass...
@Jurianug13 жыл бұрын
Sunsoft had amazing sountracks. Excellent series!
@George-zk4nv2 жыл бұрын
I love how you use the Ricoh 2A03 sound chip on the musical keyboard. That would actually be my favorite sound when you play on keyboards now.
@Shezzein10 жыл бұрын
This was incredibely helpful, thanks!
@shakeitoff100011 жыл бұрын
This is fantastic and has helped me a lot with my university work, thank you.
@nnooooooooooooo5 жыл бұрын
I had been previously lead to believe that there were only 4 channels on the NES. I had wondered how EA pulled the theme song for Skate or Die 2 off. Channel 5 would explain it. Neat video!
@Luigithehomie9112 жыл бұрын
I am really enjoying this series. I was going to comment about Triangle Toms but then i saw you already had a video on it! awesome
@explod2A0313 жыл бұрын
@2HornDogs Thanks! I'll definitely have some posts about the SNES in the future. :)
@brianmellblom11 жыл бұрын
the favorite musical instrument of my childhood! thanks for the excellent video
@chrisxdeboy11 жыл бұрын
Yeah, I used to play the Mario a lot.
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@louiei.15528 жыл бұрын
the second mode of the noise channel sounds like an atari 2600.
@Sebastian-xy3xk8 жыл бұрын
I was thinking that too!!
@vuurniacsquarewave50918 жыл бұрын
The TIA graphics / sound adapter of the 2600 uses a set of bit shifters to produce different distorted pulse-like waves so it does sound very similar to the short-sequence noise of the NES.
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@kidkique2 жыл бұрын
75% and 25% pulse waves sound the same, but are out of phase and can be used together for phase shifting
@clubhappybest11 жыл бұрын
Excellent little piece!!!! Man, it is hard to get any better than the Megaman 2 music....
@Moshugaani8 жыл бұрын
This video series is really interesting!
@groszak17 жыл бұрын
What is the frequency at which the channels were encoded? That is, 16 notes per second for example if a configuration like none/C note/D note/... can be made 16 times per second.
@Serpter42157 жыл бұрын
1:57 what if this was music to a sonic 3 level? Sounds similar to the mega drive
@onetouchtwo10 жыл бұрын
I love this video so much.
@CharcoalRabbit3 жыл бұрын
The fifth channel could be used for anything. However, since SFX took a lot of data from NES carts. They didn't have a lot of practical usages. Used for timpani drums in Super Mario Bros. 3 and occasional SFX/voice clips.
@peasedustin11 жыл бұрын
ending with Journey to Silius was wise!
@alexv8286 Жыл бұрын
10 years later, I really appreciate your comment because I was checking to see if anyone named the song! Stage Theme 03. kzbin.info/www/bejne/bpe5q5KXicesjbs
@ktvx.943 жыл бұрын
Thank you! This is super clear and concise, exactly what I was looking for. Cheers!
@cracko61455 жыл бұрын
Sunsoft is the fucking god of nes music
@lucianhartt31234 жыл бұрын
Every so often, I rewatch these videos. They're just so dang fascinating. Any chance of you doing something like this for the Gameboy?
@randomnerd46003 жыл бұрын
the gameboy is mostly the same but the pulse waves sound a bit diferent i think, the triangle is replaces with a custom 32 samples long 4bit waveform (defined via "Wave RAM") and the noise can play 256 diferent noises instead of 32
@lucianhartt31233 жыл бұрын
@@randomnerd4600 I see. Very interesting, thank you!
@George-zk4nv2 жыл бұрын
@@randomnerd4600 the Game Boy Color would be the same too. But the triangle wave sounds a lot different.
@randomnerd46002 жыл бұрын
@@George-zk4nv as far as im aware, no, only the APU quirks change between DMG and CGB. edit : misread "triangle wave" as "wave", no, the GB has no built in triangle wave, the wave it has *can* be a triangle
@lordraven6 жыл бұрын
what is the game from sunsoft at the end?
@Sh-hg8kf6 жыл бұрын
Journey TO silius
@smith50711 жыл бұрын
It would be really really awesome if you could include picture in picture of those channel's output with an oscilloscope taken directly from the NES. I don't want to teardown my NES... again :P
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@UnconventionalSci8 жыл бұрын
Does anyone still fix up NES for midines carts. The one where they split the output channels and clean up the sound? I hope this makes sense.
@nijiiro21345 жыл бұрын
this is exactly the video I was looking for good job
@mantictac9 жыл бұрын
The triangle was from SMB2.
@Sh-hg8kf8 жыл бұрын
ManticTac I called it!
@mantictac8 жыл бұрын
Was it really a year ago when I posted this comment?
@Sh-hg8kf8 жыл бұрын
ManticTac ya
@hayden67006 жыл бұрын
@ManticTac was it really a year ago when you posted this reply?
@t0biascze6444 жыл бұрын
*SMG4 :)
@Zenju__12 жыл бұрын
This is incredibly enlightening, awesome video.
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@ChrisLeeW0010 жыл бұрын
What are the 16 preset pitches for noise? Is it the same notes as the preset pitches for the sample channel?
@RyumaXtheXKing8 жыл бұрын
Any other soundtrack that makes us of the metallic noise?
@MCDreng7 жыл бұрын
Ryuma King Action 52 uses it for sound effects
@FarnhamTheDrunk17 жыл бұрын
using the terms "uses" and "sound effects" very loosely
@coolbluelights7 жыл бұрын
The noise channel part was from Bad Dudes.
@TigansUp4 жыл бұрын
Thank you. More pulse wave sounds pls
@plutonic90514 жыл бұрын
woah this is a good find for making 8bit music
@donskiver11 жыл бұрын
I'd love to see a follow up on this to include the extra sound channels provided by the VRC6 chip in certain Famicom games like Akamajou Densetsu 3 (Japanese version of Castlevania 3). From what I understand, there were THREE extra sound channels that helped the Famicom achieve a more symphonic sound in some games.
@Nukle0n11 жыл бұрын
There was actually a video done in this style but I can't find it, uploader's channel must've been deleted.
@vuurniacsquarewave50919 жыл бұрын
+Nukle0n Yeah that was me. If I ever get the time I'll do things like that again.
@Nukle0n9 жыл бұрын
+za909returns Neat, it was pretty good.
@kovertopz9 жыл бұрын
This is very well done!
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@demon924902 жыл бұрын
This has been so helpful. Thank you!
@theblurcafex16554 жыл бұрын
Can a pulse channel change pulse width on the fly?
@josueagama89546 жыл бұрын
0:55 my favorite part
@armosthelivingsekizou Жыл бұрын
Well i have a question and is the 2 pulse waves the triangle waves and noise channels what be the instrument of reality can represent more?
@laurinneff43044 жыл бұрын
I'm currently making an NES synthesizer with my Teensy 3.5. this video helped me understand the different channels, now I just need to figure out how to reproduce the metallic mode of the noise channel and write some code to read a file from an SD that describes the music (what frequency to play on what channel and in what mode) and convert some music from NES games to that format
@gamezvideos25 жыл бұрын
Pulse waves are essentially square waves with different duty cycles. The difference between them is that they're not symetric (except the 50% duty cycle square wave that sounds like a regular square wave). And there's one more duty cycle: 87.5%, sounding like the 12.5% one.
@reymicroc6 жыл бұрын
What else do you need?
@petwisk201210 жыл бұрын
can you made a video splaning how master system sound are made?
@Jshaw7110 жыл бұрын
It would only be fair, imo, but that's just me...
@mypkamax4 жыл бұрын
Can the periodic noise be used as bass when using the triangle for the flute melody and two pulse channels for the strings?
@dilliot2k12 жыл бұрын
thank you so much for sharing this
@lionelthefox12 жыл бұрын
Triangle wave sample from mario 2?
@GaeasBlessing10 жыл бұрын
This answered so many questions I had! Awesome tutorial, thanks a million.
@SumRandomDewd4 жыл бұрын
Triangle waves is the music from super mario bros 2!
@Visionsofmortality2 жыл бұрын
Short but sweet! thanks for this video
@dont-feed-ben48335 жыл бұрын
this was way awesome, thanks for explaining. I got one question though. Generally speaking, how can one "pitch" noise? I thought noise was created by random frequencies.
@Scripture-Man5 жыл бұрын
I believe it's simply a matter of range. All white noise has some "range". You can "filter" that range to make it higher or lower. The more narrowly you filter it, the more the sound approaches a pure tone. A bit like when you alternate between whistling, and just letting the hiss of air pass through your mouth.
@radornkeldam10 жыл бұрын
cool video, simple (in the good sense), informative, and well thought and laid out. I would have gladly taken a little bit more of detail, but I can't say I'm dissatisfied. good examples too. thank you!
@Kopteeni11 жыл бұрын
Such an informative and intriguing vid. Thanks for doing it!
@ABardsLife Жыл бұрын
Short and very well done. Thanks!
@AguFungus11 жыл бұрын
I wonder if you could do one for the chiptune sounds of the Nintendo DS. Apparently they are more limited compared to NES and Game Boy: It can do the same pulse waves as NES and GB, plus an additional one that was originally heard in VRC6 (used often in the Sonic games by Dimps). I cannot do neither the triangle wave (NES), nor the 4-bit wave channel (GB), resulting in some limited reproduction of some retro chiptunes (like the 8-bit music from Pokémon HeartGold and SoulSilver).
@TLOEric12 жыл бұрын
Can somebody ID the song @ 1:00? Thanks!
@sirehd8792 жыл бұрын
what are the songs at the beginning and at 1:57?
@metarotta2 жыл бұрын
first song idk but 1:57 is journey to silius stage 3 theme iirc
@sirehd8792 жыл бұрын
@@metarotta thank you so much!
@ZeroJanitor2 жыл бұрын
@@sirehd879 the first song is Overworld 1 from Teenage Mutant Ninja Turtles
@sirehd8792 жыл бұрын
@@ZeroJanitor oh cool! Thank you so much!
@darkychao11 жыл бұрын
i like the fact that i can recognize nearly all of the songs with only one channel
@markhopwood69288 жыл бұрын
Interesting that they incorporated a triangle waveform in addition to the square waveform in the chip. It has a very "Nintendo" sound when used for whimsical bassline parts and sound effects.
@dpaul42811 жыл бұрын
This should be required viewing for everyone who makes an "8-bit" version of a song with 16-note polyphony and notes decaying all over each other.
@vasilissoupionis63294 жыл бұрын
After watching your video i realized that on my original NES the 1 & 2 pulse waves are missinng and my mario Bros 3 sounds awfull. Is there any way to fix it?
@sirboomsalot24293 жыл бұрын
I think that is a hardware issue
@monolyth4219 жыл бұрын
The noise channel is from Bad Dudes
@isaaksaucedoorendain8897 Жыл бұрын
Can you remove the final screen
@emptyspotlight4 жыл бұрын
1:40 Where's this from?
@Antonio2311027 жыл бұрын
finally a video talking about this! thanks!
@francisleech9 жыл бұрын
what sunsoft game is that song in the end from?
@LiloVLOG9 жыл бұрын
+Francis Leech Is from Journey to Silius, Stage 3. And yes... NES really sounds like heaven! haha
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@SgtZaqq9 жыл бұрын
Very helpful video, thank you!
@jimchan21146 жыл бұрын
@explod2A03 does this work for those NES that use 6502 CPU? Does it work for all NES audio in general
@GreatPrincessSoben2 жыл бұрын
I wonder how the SMS audio works
@Luigithehomie9111 жыл бұрын
There hasnt been a single word from him in forever, huh? It's kinda sad actually... i enjoyed your VRC6 video; hope to see more!
@paburo-san66676 жыл бұрын
where sine and saw waves?
@quadpad_music5 жыл бұрын
The NES couldn´t have them, at least that you used expansion sound.
@HeroOfTheTree Жыл бұрын
0:57 I want a full version
@techy41987 жыл бұрын
How can I recognise the Doki Doki Panic first level music by just the bassline :o
@dereklouden74155 жыл бұрын
In america, doki doki panic was changed into our version of super mario bros 2
@nnooooooooooooo5 жыл бұрын
I constantly find myself humming different parts of that song as I'm working. The bassline is particularly entertaining to me. Such an iconic tune.
@AColonelPanic13 жыл бұрын
You might want to make a video about the differences between the NES and the Famicom. As i understand there were some slight differences in the way the sound was produced.
@Rikigoya6 жыл бұрын
this is SOOO great i always try and explain people how 8-bit works but people get confused....thank you for the upload
@victornoagbodji5 жыл бұрын
great explanation!
@Sebastian-xy3xk8 жыл бұрын
Could someone please tell me what is that song at the end that has the bassy sound samples??
@vuurniacsquarewave50918 жыл бұрын
Journey to Silius Stage 3
@Sebastian-xy3xk8 жыл бұрын
:D
@tellahsage64776 жыл бұрын
What game is the last music from?
@poppylover25867 жыл бұрын
i don't know why it sounds like static
@therandomsomeone.4 жыл бұрын
good example for the triangle wave with the super mario bros 2 overworld
@dissident9312 жыл бұрын
you might be thinking of the FDS
@falariem10 жыл бұрын
Very useful for understanding the basics on chiptunes. Thanks for the breakdown, and use of the real NES games for each example. What tune did you use at 0:57? It sounds very familiar. Then again, that tinny "stretched" sound you get from altering the pitch is something I've heard a lot of in NES games, and I consider it one of the console's hallmarks.
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@RoddyDev10 жыл бұрын
What's the game at 0:00 ?
@JamesRobertOsborne9 жыл бұрын
craftrod TMNT - overhead map.
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@GuruRavindra7 жыл бұрын
मैं टीवी क्यों देखूं ? kzbin.info/www/bejne/q4i8ZKGaqKdlj80
@pianodancebandkentcounty6 ай бұрын
Are the first two channels (the pulse/square channels) capable of playing more than one note on a given single channel (polyphony)? Or is each channel monophonic?
@AguFungus11 жыл бұрын
Continued: It can do the noise channel sound, too; but only the first mode, resulting in also limited reproduction of the 8-bit music of Pokémon HGSS.
@Rael05056 жыл бұрын
Can channels 1 and 2 play more than one note at a time?