So... first of all, I'm sorry that I just come in here out of nowhere and ask questions... but yes, I do like this forum a lot, been lurking, etc...
Anyhow... I've been interested in creating NES and Gameboy-like music in FL Studio.
I've been interested in the extra channels of the NES (like in the N106 or FDS channel) and the fourth Gameboy sound channel, the channels that accept waves that change in amplitude and frequency... I've used nsfplay to view the raw wave data for the NES, and for the Gameboy, I've viewed the RAM in FF30-FF3F to view the raw wave data.
After writing the bytes to a file with a hex editor (doubling the 8 bit samples to 16 bit samples), and importing the data to Audacity as unsigned PCM, saving the resulting wav, and importing it into FL Studio, it sounds... similar, yet kind of horrible and grating.
I am wondering... Considering that the NES and Gameboy use those exact waves, how does it make them sound... well, good? Is it a low-pass thing?
Anyhow... I've been interested in creating NES and Gameboy-like music in FL Studio.
I've been interested in the extra channels of the NES (like in the N106 or FDS channel) and the fourth Gameboy sound channel, the channels that accept waves that change in amplitude and frequency... I've used nsfplay to view the raw wave data for the NES, and for the Gameboy, I've viewed the RAM in FF30-FF3F to view the raw wave data.
After writing the bytes to a file with a hex editor (doubling the 8 bit samples to 16 bit samples), and importing the data to Audacity as unsigned PCM, saving the resulting wav, and importing it into FL Studio, it sounds... similar, yet kind of horrible and grating.
I am wondering... Considering that the NES and Gameboy use those exact waves, how does it make them sound... well, good? Is it a low-pass thing?