Thanks for the replies, guys. Very helpful.
rainwarrior wrote:
I said most of this already in the e-mail, but probably worth repeating here because others might have some input on it.
The relative balance between APU1 and APU2 is different from machine to machine. This isn't a really a Famicom vs NES thing, but random variation between machines manufactured to loose tolerances. Similarly, if you're adjsting VRC6, the expansion volume is different from cartridge to cartridge, which I think have even looser tolerances than the consoles. Adjusting these is more about "taste" than "accuracy". The RF process does not adjust these relative volumes, this mixing happens in the machine before the RF stage. If we want to accurately reflect RF output, what we really need is a post-processing filter on the emulated signal.
Thanks for the email. Your response and that thread I linked too was enough for the NES settings but it got me thinking about what those young Japanese kids listened to from 1983 on. I did think adjusting the bass might not be accurate...I really love the NES bass; it's addicting
but I'm aiming for a somewhat accurate sound.
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I might try recording RF demodulated output from a television that has external audio, but there's a problem here that most TVs seem to add their own separate colouration to the audio (often they have their own EQ settings). Trying to nail down what an "average" NES or Famicom sounds like is a bad enough problem before you get to RF output, but trying to deal with variation between TVs on top of that makes it so variable I don't know where to begin. If we're talking about your experience playing it through a TV speaker, that's yet another device adding its own colour and variation to the sound, and that's a hella strong modifier.
True. I am trying to find an average middle ground of the Famicom itself and less the speakers, but I guess as of now that's up to each individual to determine. Me, I'm actually trying to remember what games sounded like over 20 years ago. I remember Super Mario Bros. 3 more than anything else and these settings I have here remind me of playing the NES on my Mono TV around 1991. I'm 28 now so it's been a while, ha!
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Like, for the "example" video you posted, we're looking at Famicom + RF modulator + RF demodulator + TV processing + TV speaker + Reflections from the room + Camcorder microphone. There's no way I could even guess what all of those things have done to the signal in anything more than a vague way. I think if you're experiencing a bass-boost, it's probably just the TV; from my experience the RF process itself seems to have a strong high-cut and a weak low-cut (or conversely a mid-boost?), but I'm lacking proper sources of information here.
Currently the best I'd suggest with NSFPlay to simulate RF is just to increase the lowpass strength until it sounds as dull as you think it should be.
I've been wanting to add a bit more comprehensive post-processing to NSFPlay, possibly more filters than just the simple highpass/lowpass (e.g. bass boost if you want it), maybe a compressor or nonlinear distortion of some sort too. Something for me to work on when I do the next version... maybe I'll make and record some frequency sweep NSFs to try and get some real examples I can analyze.
That video was just some random thing I found as it's somewhat hard to find Famicom videos using RF. It did sound like the descriptions of a typical connection, though. From the default setting, I adjusted the lowpass and left the APU2 and VRC6 alone. I put it on the fifth point but it still sounded clean. I remembered the slight hiss RF gives (from using a VCR several years ago) and went one past. For what it is by memory, it sounds good. Anymore past that though and it affects the quality.
There's nothing that simulates RF hiss so that may be cool to include in future releases; something like "Analog Simulation" included in SNESAmp. The truth of why I'm trying to get accurate is besides personal interest, I plan on uploading to YouTube various video game soundtracks that sound as close as possible to the real thing. Most uploads on YouTube, besides being of atrocious quality, aren't very accurate with their settings or song length so I have some ideas to capsule the hard work those composers did and teach the younglings. Any additions to future NSFPlay updates would be great but it's fine for how it is now. Plan to start uploading soon enough.
Contra /
Super Mario Bros. 3 /
Akumajou Densetsu /
Batman /
Duck Tales /
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