Still timing differences in the emulation. Sharp timing is always a littel different inside the editor. So in the editor the timing is more lose than in Altirra which causes cancelling where it could be solved , if the timing is the same inside the editor ....;) No one knows why this happens...
I wonder if sometimes the emulation will be fixed. As it still sounds different in RMT and Altirra. While Altirra itself is rather correct, it sound different when editing the tune... So some update to the timing for removing cancelling. Do you get the different drive of the main instrument ? Bass is somewhat louder and the kickbass plays "the other" Note.
Meanwhile I have to come to the conclusion that the only cause for detuned POKEY Music is that people Want the detuning.
There is a 5 note shift in RMT 1.31 at 16 bit resolution. Plus some notes jump out of their range ... "Key G A B" is correct after moving the pith 5 up. But "C" turns into "C#" . Why do you people like that ? The 16 bit resolution is far more precise in the notes that SID. But people detune that intentional ? I wonder , if we really have musician using POKEY, as a Musician would have solved this stuff within some days.
Here is some Upgrade to the last one.... Still not perfect, as RMT 1.31 doesn't allow pitch manipulations in 16 Bit...
Seems the Windows recording adds a lot unwanted sidenoise. So here a tune using Altirra recording, wich drop the analyzer but the sound were correct...
ja wstawiłem do biosu nowy sposób kompresji grafiki i sprawdziłem na zybexie. Jest jeden kolor więcej i gierki są lepsze. Ja wam tego nie wy.tłumacze bo pisałem w kodzie maszynowym, ale teraz bardzo łatwo napisać grę
No Samples ? Playing POKEY at 4 or more updates per frame is sampling as the resulting frequencies were built on the sample rate, not just by using PoKey's generators. On the other hand.... If you provide some "DooM" clone using this ingame .... I might be convinced.