NightSprinter wrote:In the arcade version of Gradius (which uses 2x AY chips), pulse-width control of the square waves and at least a sawtooth wave can be heard.
Gradius also has two other chips:
1)Konami 005289 (a two channel 4bit wave table, like the GB), this is the first version of the Konami SCC (http://en.wikipedia.org/wiki/Konami_SCC
(so the saw is most probably from there)
2)VLM5030 Speech synth.
Unless i hack in MAME a bit more and render each of the sound chip separately, its hard to know for sure. I however can render the AY portions of graduis separately on a REAL AY very easily (one after the other). I think ill try this later today
The PWM is doubtful since the chip does not provide this natively. MaxYMIser (http://www.preromanbritain.com/maxymiser/
) does that with fast IRQ tricks, but that is a software mod that has native equivalent in other chips like the SID. Although to be frank I currently doubt the Gradius sound playback code implemented such tricks. Also sometimes what we hear as PWM is often phase tricks on two or more channels of pulse (as you noticed there would be 6 channels of pulse from the AYs in gradius)
NightSprinter wrote:Also, for the Intellivision game "Star Strike" when a player loses the game and a missile launches it sounds like a combination of a triangle wave and one of the hard waves the plugin does have.
I'm not sure how much this information for my request might help in improving the AY simulation, but hopefully the next version my info will help.
Other games, such as disk of tron also use the weird combination of Envelope+Noise+square. I'm already working on that see
http://ploguechipsounds.blogspot.com/20 ... otype.html
There are 2 mp3 examples of such waveform combination on that post, and also rationale why it didnt make chipsounds as is.
More AY talk in here: