Synth_dfr [Lexaloffle Blog Feed] Music corruptor <p> <table><tr><td> <a href="/bbs/?pid=22440#p"> <img src="/bbs/thumbs/pico22439.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=22440#p"> Music corruptor</a><br><br> by <a href="/bbs/?uid=12880"> Synth_dfr</a> <br><br><br> <a href="/bbs/?pid=22440#p"> [Click to Play]</a> </td></tr></table> </p> <p>I'm not sure if this is documented, but I accidentally discovered some neat features of the audio engine while playing Jelpi in corrupted mode.<br /> I noticed that sometimes the music would be affected in a way that couldn't be possible with just the editor. By experimenting a little further I discovered a small section in memory dedicated to effects:</p> <p><strong>0x5f40:</strong> play channel twice slower<br /> <strong>0x5f41:</strong> a very short delay (cheap reverb/unison simulation)<br /> <strong>0x5f42:</strong> distortion (rounds the output waveform to min or max depending on which is nearest)<br /> <strong>0x5f43:</strong> low-pass filter</p> <p>For each of these values, bits 0 to 3 correspond to channels 1 to 4 respectively (for example, poke(0x5f42,6) will apply distortion to channels 2 and 4). Bits 4 to 7 seem to be unused.</p> <p>With that in mind, I decided to code a little program that would apply random effects to random tracks until the song becomes completely destroyed. Here's the result (the song is pretty cheesy I have to admit).<br /> Enjoy :)</p> Mon, 06 Jun 2016 22:50:58 UTC