this post was submitted on 05 Sep 2024
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Greentext

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This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.

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If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.

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[–] GraniteM@lemmy.world 2 points 2 months ago* (last edited 2 months ago) (1 children)

Mine was SKI OR DIE, and young me was very impressed. If anything, I might actually be more impressed now by the ingenuity in tricking chiptune technology into sounding plausibly like a human voice!

[–] vithigar@lemmy.ca 3 points 2 months ago (1 children)

The NES actually did have a 7-bit PCM audio channel, there wasn't really any "tricking" beyond finding the storage capacity to hold a sample of useful size.

[–] GraniteM@lemmy.world 1 points 2 months ago* (last edited 2 months ago) (1 children)

Okay, more I'm legitimately interested. All this time I'd assumed that the voice was a clever manipulation of the chiptune tech to make it sound like a human being. But it was actually just a dramatically compressed audio clip? That might be even more impressive.

[–] vithigar@lemmy.ca 1 points 2 months ago

Some technical details then, if you're interested!

https://www.nesdev.org/wiki/APU#DMC_($4010%E2%80%93$4013)

The most important point for getting "higher" quality audio from it is probably this:

The $4011 register can be used to play PCM samples directly by setting the counter value at a high frequency. Because this requires intensive use of the CPU, when used in games all other gameplay is usually halted to facilitate this.

Which is why you generally only heard it on title screens. Usage in games was much rarer, and usually much shorter samples.