I've been listening to a lot of POKEY music and a lot of songs manipulate the channel volume at different rates to produce a 4-bit wavetable channel. And I'm curious, is it possible to do something like this with the NES? Just a single channel with <=64 samples per wavetable. (the bit depth could either be the full 7 bits or just a 4-bit one with a configurable number of left or right shifts to implement volume control)
And moreover, is this possible in a game using a mapper with a CPU cycle counter? (even if only bass-notes spent a low enough amount of CPU cycles)
Now I know that there have been demos of using a dummy sample and DMC IRQs for this, but with a mapper there would be no artifacts from playing the $AA byte.
And moreover, is this possible in a game using a mapper with a CPU cycle counter? (even if only bass-notes spent a low enough amount of CPU cycles)
Now I know that there have been demos of using a dummy sample and DMC IRQs for this, but with a mapper there would be no artifacts from playing the $AA byte.