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-
-
- MYST, The YM2149 ST Emulator
- © 1997-98 by Nicolas Pomarede (Mr.Styckx)
- release 1.0 (15/01/1998)
-
- -------------
- MAIN DOC
- -------------
-
-
-
- ================================================================================
-
-
- Introduction
- Distribution
- Requirement
- Installation
- The Story Behind It
- Technical Words
- Bonus Screen
- History
- Acknowledgements
- Contact Address
-
-
- ================================================================================
-
- Introduction
- ------------
-
- MYST is an emulator able to play musics for the Yamaha YM-2149 soundchip, which
- was used on the Atari ST. It consists of two main programs : a player
- compatible with EaglePlayer and DeliTracker, and a binary file which just
- generate Amiga sounds depending on the state of the emulator registers. This
- means that although MYST is specialized in emulating ST songs, there's a
- standalone binary which could be incorporated in your own programs if you want,
- for example, to emulate Amstrad CPC or ZX Spectrum musics (these computers used
- the AY version of the chip, which had the same registers, but a different
- clock speed).
-
- MYST currently supports all known effects used on Atari ST, that is any number
- of samples at the same time, handling of hardware enveloppes, as well as
- emulation of timer generated enveloppes (the famous 'SID env', named so because
- they emulate the C64 square env behaviour).
-
- MYST also provides a general header interface, useful to store informations
- about the composer, the number of songs, the replay time, ... as well as a
- general mechanism to init and play absolute addressing replay or music with
- replay and data in different files. This header can be used on both Amiga and
- ST, so you should be able to play all the musics included on Atari ST also (see
- YMST.format for possible restrictions on musics using timer). Since the header
- allows for hardware abstraction, this could also be a good way of playing these
- tunes on PC (you would need a 68000, but you wouldn't have to care about
- hardware addressing specific to the ST).
-
- The header allows 3 types of music files :
- - internal replay : replay and data are stored in the same file.
- - external replay : the file is only a replay, used to play specific
- data file. Useful for musics sharing the same replay.
- - music data : only the data. The file contains the name of the
- required replay (should be in the same directory).
-
- The goal of MYST is to provide a suitable interface to collect and play all
- available songs, thus creating the biggest ST musics collection ever. All
- musics are stored in their original format (that is exactly the same as what
- the author wrote) to ensure the maximum respect of the author's work ; all
- patching and relocating occur after. This means that if you don't like MYST at
- all, you can extract the original replay and music data from the MYST file, and
- you will obtain absolutly the same data that was in the game or demo the music
- comes from (so it should always be possible to play the music on ST in case the
- header doesn't work).
-
-
-
- ================================================================================
-
- Distribution
- ------------
-
- MYST is FREEWARE. This means you can copy it and redistribute it as you like.
- However, you shouldn't make any profit with MYST, and all material used to
- distribute shouldn't be sold for more than the cost of reproduction and
- distribution. In other words, it's forbiden to make any profit with MYST (I
- release it as FREE, so I won't accept other people make money on my back).
-
- You can of course put the MYST distribution on any Internet ftp or www site you
- like, but only if you respect one of these 2 conditions:
- - you either put all the files of this distibution in their original archived
- state.
- - or you put only the files you like, BUT then you MUST give some pointers to
- some ftp or www sites containing the whole distribution (the main
- distribution site for MYST will be the Aminet archive, which has many
- mirrors around the globe and provide quality archiving since many years).
-
- Although MYST is freeware and don't require you to send me any money, I would
- welcome any gift ; I'm especially looking for any CD compilations of all the
- games that were released on ST, to be able to convert more and more musics. So
- if you have some CD with games or demos compilations and would like to
- participate to the development of the biggest ST music collection ever, don'
- hesitate to contact me. Also if you don't have anything to add to MYST but just
- like the concept, mail me your suggestions and/or remarks.
-
-
-
- ================================================================================
-
- Requirement
- -----------
-
- Since MYST was developed on an A500 with OS1.3 and 2.1, there shouldn't be any
- severe hardware requirements. The YMPlayer was tested with both EaglePlayer
- 1.54 and DeliTracker II (I wasn' able to test it under Eagleplayer 2, since it
- requires a 68020). The only memory used is the one to load YMPlayer in chip
- memory (that is less than 50 Kb). Of course, you then need enough memory to
- load the desired YMST file (files are loaded in CHIP memory, in case some
- samples are used). All in all, even a simple A500 with only .5 Mb of CHIP
- should be able to play tunes.
- The YMPlayer was written with Eagleplayer support in mind (sorry for all
- DeliTracker lovers, but I think EP is really better, and v1.54 still support my
- good old OS 1.3, thus saving me 0.5 Mb of FAST ram needed to load the OS 2.1),
- this means that I've added sample info support, so you can have some nice
- quadrascopes floating on your screen showing the generated waveforms, as well
- as some info on the current music (composer, year, ...). Of course, subsongs
- are accessible from both EP and DT.
-
-
-
- ================================================================================
-
- Installation
- ------------
-
- First, you need of course to have Eagleplayer and/or Delitracker installed
- before. There's only one file needed : YMPlayer. Copy it in your standard
- player directory (if you don't remember where is this dir, choose add player in
- EP/DT, this will open a file selector in your current player dir ; note the
- path and copy YMPLayer in it, and that's all).
-
- If using EaglePlayer, don't forget to add a line looking like the following in
- envarc:eagleplayers/eagleplayers.batch :
-
- YM.* = "path/of/your/player/dir/YMPlayer"
- This will increase recognition of YMST files when loading them.
-
- You can then create a dir anywhere you like (e.g. at the same place you usually
- keep your other music files) and copy all the files from the YM2149 directory
- in it.
-
- There isn't anything else to do, so I don't think installation requires a
- script or something like that.
-
- If you want to save some disk space, I would also recommend you to pack all the
- YM.* file with xpk (which is automatically depacked by EP/DT). I've personally
- used xpkMASH, which is as fast as NUKE and has better compression ratio. You
- can expect an average gain of 50% or more.
-
-
-
-
- ================================================================================
-
- The Story Behind It
- -------------------
-
- Everything started in 1991 (yes, more than 6 years ago ! In fact, with this
- program, I think I beat the record of the most delayed production ever :).
-
- At that time, I owned both an Atari ST and an Amiga, and was happily coding on
- both of them. You certainly never saw many of my works, because I wasn't very
- interested in coding and releasing whole demos, and was just interested in
- finding the most optimized code for the fun ; I wrote some routines I was quite
- proud of, such as my own ST hardware scroller in summer 1990 (and without
- ripping anybody's code :), or also my own 4-pixel hardware scroller, and other
- things like very fast packer/depacker. Only finished production I participated
- to was the 'No Cooper' demo from my friends 1984 released in late 1991.
-
- Although the Amiga hardware superiority was getting clearer and clearer
- compared to the ST one, I thought that the ST really has very good 'synthetic'
- songs with very good musicians such as Jochen Hippel. Then Jochen Hippel
- started converting some tunes on Amiga (the first one I heard was 'Comic
- Bakery' in a Hurricane Intro), and I thought "if ST musics sound quite nice on
- Amiga, why not converting more of them ?". Since Jochen already converted his
- own tunes, I decided to convert some Count Zero tunes (this was only some
- months after the 'Decade Demo', and I thought Count Zero tunes were really
- original and would provide great sound on Amiga).
- I then dissassembled CZ replay, and reassembled it on Amiga, replacing each YM
- acces by an access to the Amiga sound registers (with a 2 bytes sample, you can
- play roughly the same sound as the ST by putting a per value of 14.3 * STper in
- Amiga regs). My first emulator played one ST voice on one Amiga voice and used
- the fourth Amiga voice to play white noise sample. Using a timer to emulate
- volume variation (for enveloppes), this gave some really good results.
- Unfortunately, converting other musics was quite tedious, since I had to
- dissassemble and reassemble every music I wanted to emulate.
- I then wrote a cleaner version, with a standalone YM2149 emulator. You just
- needed to copy the values sent by the ST replay to the YM2149 in an emulator
- buffer, and the emulator used these values to generate the correct sound. This
- method is still used : to emulate a replay, you need to patch a few bytes to
- copy registers values into the emulator buffer instead of accessing directly
- the YM2149. This is much easier, 'cause once you've adapted (ie patched) one
- tune, you can improve/debug the emulator without having to repatch the music.
-
- After succesfully converting a few tunes, I decided to convert some more
- difficult tunes : the ones from the Digi Department of the B.I.G. demo. Most of
- these musics already existed for the Amiga Soundtracker, but I thought Mad Max
- versions were really great and deserved being spread also on Amiga. This was
- really hard work, because the ST used a base replay freq of approx. 10 kHz, but
- the emulated sample frequence could be up to 135 kHz !! As the Amiga max
- frequence is 'only' 28 kHz, I had to build several versions of the same sample
- with oversampling to simulate higher frequencies (skipping one, two, three or
- four bytes) and use heavy audio interrupts to smoothly chain the different
- parts of the same sample when the frequency changed from 20 kHz to 120 kHz. In
- fact, each sample is divided in small pieces, whose address is changed on every
- VBL. Really tricky if you see what I try to explain, but I think the result is
- really close to the original ST version (and with extra stereo effects!) ans
- you shouldn't be able to heard transition between the many pieces of each
- sample.
-
- Since I then had a really similar Digital Department screen to the ST, I
- decided to convert the whole B.I.G. demo as an homage to The Exceptions. As the
- B.I.G. Demo wasn't very technical, it was quite easy to port it to the Amiga
- (using the copper and the blitter, it was really easy in fact), and in summer
- 1993 I came up with a conversion after a few days (by the way you can start to
- note that I dropped emulation coding for more than one year, this is just the
- beginning ;). Then I converted more musics from other ST composers, but not on
- a regular basis, just for fun from time to time. Then in summer 1995, I finally
- decided to code also the sub screens of the B.I.G. Demo (yes, it now makes
- three years that I started the conversion ...). I then put the final touch to
- it in summer 1997.
-
- Between 1992 and 1996, I collected a few tunes and converted them, but it
- wasn't really significant. Then, in 1996, I had a few months of spare time
- after succesfully "shortening" my military service and before starting to work
- (I was then 23 years old). I then decided to completly recode the emulator to
- support noise+copro mixing on the same Amiga voice with independant volume
- enveloppe, without using a timer. The timers provide some quite precise
- enveloppe generation, but it is much risky under the Amiga OS, since timer
- could be used by the OS for keyboard, printer, ... So I coded some complete
- mixing routines for noise and enveloppe, and added an easy support for samples
- and SID env on any voice.
-
- This new emulator was quite rapidly rewritten, and then I started collecting
- tunes from all the games and demos I had ; in fact this is really what took me
- many time, because of all the protections, packers and other routine I had to
- cope with. But anyway, I now have quite an impressive list of tunes I think
- (considering that I ripped nearly everything myself) and the result should be
- good enough to bring back memories of all those great demos and games that
- helped the ST in being one of the best computer of the 90'.
-
- A final note about ripping music : believe it or not, but approximately 95 % of
- all the musics I converted where ripped directly on Amiga. I use my own disk
- routine (allows me to read any kind of ST disk format), and then decode/depack
- everything on Amiga. This means that all music are saved in their original
- state (I don't like the technique which consists in running the game, doing a
- reset and then hunting for music in memory). Working on Amiga is really faster,
- because I can store things on my HD and I have more RAM than my ST has (btw, my
- poor config is a good old A500 with an SCSI HD and 3 Mb RAM). Of course
- skipping demo protection was sometime really tough, but I've always managed in
- finding the coding and packer used to extract the exact music data (without
- extraneous garbage, such as pieces of font or gfx, as I've often seen in rip
- from other (famous) people). I think ripping the musics on the disk rather than
- in memory is the only way to obtain the cleanest data possible in exactly the
- same state as they were composed by their author.
-
-
-
- ================================================================================
-
- Technical Words
- ---------------
-
- First, a few words on the YM2149 and its registers. This chip was build by
- Yamaha and has existed under many other names (but the behaviour was always
- slightly the same) ; apart from being used in the Atari ST, the same kind of
- chip was used in the Amstrad CPC and the ZX Spectrum. It was also used in many
- arcade machine in the 80's. For more infos on this, consult some specialized
- soundchip site on the WEB or the Multi Arcade Machine Emulator (the great
- M.A.M.E) pages to see the name of famous arcade machine using YM/AY chip.
-
-
- Now let's go for the description of the chip, as it is used on the ST :
- there're 14 registers (which are numbered from 0 to $D) for the sound and 2
- registers ($E and $F) for the parallel ports and other device control (side
- select on floppy drive, ...). So, you can forget reg $E and $F since they're
- never used in any music replay (except in those replays that turned the drive
- LEDs ON and OFF depending on the music being played ...).
-
- Accessing the YM registers is a little different from accessing usual hardware
- registers. You don't have directly access to the 16 regs, instead you must
- select the register you want to access with a first write ("poke"), and then
- you can write/read the value with a second poke or peek.
-
- So, on ST, you have two registers :
- - a 8 bit control register at the address FFFF8800.
- - a 8 bit data register at the address FFFF8802.
-
- To write into a reg, you should do this :
- - write the register index into FFFF8800
- - write the value into FFFF8802
-
- To read a reg, do this:
- - write the register index into FFFF8800
- - read the current value from FFFF8800 (WARNING! read from 8800, not 8802)
-
- Address FFFF8801 and FFFF8803 are useless, so you will often see the following
- code to set a register value with one move.l :
-
- move.l d0,$ff8800.w
-
- with D0 bits 24-31 containing the register number and bits 8-15 containing the
- value to write. Using the movem.l instruction, you can push this even further
- and set all the registers with one instruction (see Hippel TFMX-COSO replay for
- example).
-
-
- Now, let's see the 14 registers (0 indicate unused bits):
-
- 0 xxxxxxxx PerA LO
- 1 0000xxxx PerA HI
- 2 xxxxxxxx PerB LO
- 3 0000xxxx PerB HI
- 4 xxxxxxxx PerC LO
- 5 0000xxxx PerC HI
- 6 000xxxxx PerNoise
- 7 xxxxxxxx InUse
- 8 000Exxxx VolA
- 9 000Exxxx VolB
- A 000Exxxx VolC
- B xxxxxxxx PerEnv LO
- C xxxxxxxx PerEnv HI
- D 0000xxxx Env Wave
-
-
- The ST YM2149 used an internal clock at 150000 Hz.
-
- Period is in big-endian order (that is LO then HI, instead of the Motorola
- 68xxx HI and LO order). So the sound frequency is CLOCK / Per, or also
- CLOCK / ( PerHI*256 + PerLO ).
-
- Reg 6 fixes the noise Per, it varies between 0 and $1F.
-
- Reg 7 determines which voices are ON or OFF (this reg is 0 active, that is 0
- means ON and 1 means OFF) :
- bit 0 : sound A bit 1 : sound B bit 2 : sound C
- bit 3 : noise A bit 4 : noise B bit 5 : noise C
- bit 6 and 7 are used to select the behaviour of reg $E and $F (input
- or output) ; you can ignore these bits and set them to 0.
-
- For example, setting bit 0 and 3 to 0 will output sound+noise on voice A. Note
- that even if all bits of reg 7 are set to 1 (OFF), you can still output sound
- by setting the volume to 16 (Enveloppe ON). You will then obtain some kind of
- "pure" "soft" env sound on that voice.
-
- Reg 8, 9 and A select the volume from 0 (no sound) to $F (max vol). Bit 4 of
- these regs is particular ; if you set if to 0, then the volume is constant and
- determined by the bit 0-3. If you set it to 1, the volume is modulated with an
- enveloppe, depending onthe Env Per (reg B and C) and the Env Wave (reg D). The
- volume of one voice is the same for the sound and the noise output.
-
- Reg B and C give the enveloppe period ; they work the same as reg 0 to 5.
-
- Reg D choose the type of modulation. Only 4 bits are used, giving 16 different
- waves, but in fact, only 8 different waves exist. The 4 bits specify the ADSR
- (Attack, Decay, Substain, Release) behaviour of the env :
-
- 0 \_____ go down, down
-
- 1 \_____ go down, down
-
- 2 \_____ go down, down
-
- 3 \_____ go down, down
-
- 4 /_____ go up, down
-
- 5 /_____ go up, down
-
- 6 /_____ go up, down
-
- 7 /_____ go up, down
-
- 8 \\\\\\ go down, go down
-
- 9 \_____ go down, down
-
- A \/\/\/ go down, go up (Hippel's fave one)
- _____
- B \ go down, up
-
- C ////// go up, go up
- _____
- D / go up, up
-
- E /\/\/\ go up, go down
-
- F /_____ go up, down
-
- In fact, only waves 8, 10, 12 and 14 give interesting sounds. All other waves
- are rarely used (in some old replays). As you can see, only "saw tooth" like
- waves are possible (whereas the C64 SID chip had square env also). Anyway,
- square env can be emulated by software, using a timer to change the volume at
- fixed intervals (see Scavenger, TAO or Big Alec musics for examples).
-
-
- Concerning bits 6 and 7, you will often see replay which does this to set reg 7
- to the value in D0 :
- move.b #7,$ff8800.w
- move.b $ff8800.w,d1
- and.b #$C0,d1
- and.b #$3F,d0
- or.b d1,d0
- move.b d0,$ff8802.w
- This code is used to keep the value of bit 6 and 7. You can forget it under
- MYST and should replace it with the following code (in your music's MasterPatch
- section) :
- move.b #7,$ff8800.w
- move.b d0,$ff8802.w
-
-
-
- The range of emulated frequencies is the following :
- - for "pure" sound (without noise), the samples used have a len varying
- between 2 and 256 bytes per VBL. Using many samples is better than using
- only one, because it helps in keeping the Amiga audio Per in a reasonable
- range (having a Per too high can cause problem when changing audio start
- address, since you must wait for the next audio DMA to come (this is the
- famous DMA pause problem on Amiga between switching audio OFF and ON)). The
- freq can be as high as 25000 Hz, which correspond to ST Per=10 (higher
- frequencies are hard to render with the Amiga).
- - noise sound can have all the ST values ; the frequency calculation is rather
- empirical, but it gives some good results.
- - enveloppes alone (thas is turning sound output OFF in reg 7 and setting
- volume to 16) are emulated in the range 10-4577 which corresponds to
- frequency from 54 to 25000 Hz. Practically, you will hardly see any replay
- with envper > 255 (so the 4577 max per is not really a limit in fact).
-
-
- For all other sounds, some mixing is required. To obtain the best quality
- possible, each voice uses a double buffer technique. Each buffer consists of
- 500 bytes per VBL, which is the maximum quality the OCS Amiga can produce.
- Samples are always computed to give a final Amiga period always in the range
- 140 to 290 (between 12500 and 25000 Hz). The highest necessary frequency is
- always choosen to get the best possible result. Note that the transition
- between the buffers at each VBL can cause some strange sound if the frequency
- has a big change ; this is due to the fact that I don't use audio inter under
- the OS to perfectly synchronize the sample start with the period change (as I
- used in the BIG demo Digi Dept) since using the OS audio inter with EP/DT
- remove the possibility to use fine replay tuning (with timer). So, this is
- unlikely to change, and if you notice this "beeps" (mainly with some SID env),
- you will have to live with them :( (I really think that the start/stop
- mechanism of DMA Audio under Amiga is completly lame, but it's too late to
- change it, so we'll have to use it this way).
-
- The emulation process is I think pretty fast and special cares have been taken
- to optimize the mixing routines (in the good old 'Try To Beat Dis' ST demo
- tradition :) )
-
- Here are some values for the mixing (in cycles ; remember that one A500 VBL
- corresponds to 142000 cycles) :
-
- - misc calculation (in case no mixing are required) : less than 5000 cycles.
- - mixing noise + copro : 13300 cycles per voice
- - applying any YM enveloppe (register $D) : 32700 cycles per voice
- - applying SID enveloppe (that's an env with only two values) : 22500 cycles
- per voice
-
- This means that even a music using three simultaneous env should run in one VBL
- on a simple A500 (if there're no other tasks, of course). Most of the time,
- musics only use one env and one noise+copro at a time, which means that most of
- the musics will take only max 20-25% of the CPU or even less.
-
-
- Note that sound+noise+env mixing is not supported at the moment (only used in
- Prophecy by Big Alec), as well as noise+env with reg $D = 0-7, 9, B, D and F
- (this kind of env are only used in very old replays (Bubble Bobble, Last
- Trooper, ...) to provide slow volume variations, with a constant final volume).
- These 2 mixings should be supported in the next release, since the code is 90%
- done (I don't want to delay the first release of MYST any longer).
-
-
-
- ================================================================================
-
- Bonus Screen
- ------------
-
- As told at the beginning of this file, after coding my first soundchip
- emulator, I decided to convert the B.I.G. Demo Digital Department. After
- finishing it, I then thought "well, now that I'm having more and more files
- converted as well as the Digi Dpt, what about coding a kind of intro/demo to
- announce the YM2149 emulator ?". And, what best choice could there be to
- introduce MYST than recoding the whole B.I.G. demo, since it was the first
- really great musics collection on ST, with many of Rob Hubbard tunes converted.
- Certainly one of the demo that stunned the most the ST demo community (along
- with masterpieces like "The Union Demo" or "The Cuddly Demos", of course).
-
- I'm sure I'm not the only one having spent hours listening to all the musics,
- watching the "psych-o-screens", and reading the scrolling until the end to
- discover explanations on "the border scrolling technique". Newcomers to the
- demo scene will certainly not understand what this demo means with its simple
- graphics and its kind of color cycling effects, but it really represents the
- first real demo achievement on the ST and made "The Exceptions (TEX)" one of
- the mythical group of the Atari ST.
-
- It's now ten years ago, and what was first attempted as an homage is now
- released for the 10th birthday of the B.I.G. demo (which was originally
- released on 24 January 1988).
- To ensure maximum respect of the demo, I've tried to match it as closely as
- possible ; all colors, graphics, sounds and text are coming directly from the
- demo. In fact, the most difficult part was to rip the colors and the exact
- timings for all the rasters and color cycling. Really hard since the demo
- itself is not really well coded in fact and uses some OS vectors as well as
- some own interrupt ; quite messy in fact, but who really cares ?
- Of course all the screens have been completly recoded with better optimized
- code and also with Amiga hardware in mind, which means that everything knows
- take less than 20 % of CPU (while some of the screens took 90% or more on ST).
-
- I tried to match all the timings, so for example the musics list scroll at
- exactly the same speed as on ST (the key repeat delay is the same as on ST).
- Also the screen should be centered at exactly the same position, etc. I've also
- emulated one of the B.I.G. demo famous bug which caused the screen 2 to have
- rasters allways blue or always red (but never green...) on a random basis
- (although the ST random function used the video beam position to create values,
- it sometimes failed and returned always the same number !).
-
- To run this demo, you will need 1 Mb of mem (at least 500 Kb of CHIP), so this
- demo will work on an A500 with a 0.5 Mb memory extension.
- You can escape it by pressing the left mouse button. You can also press RETURN
- or SPACE to skip the loader screen. The demo is exactly the same (no different
- scroll text), but you can press HELP to toggle ON or OFF a small VU-meter which
- displays the state of the YM2149 emulator (I know this VU is not really nice.
- It was used to debug, but I decided to leave it to allow people to see the
- inner working of Mad Max (Jochen Hippel) very good conversions) ; also use your
- mouse to move it.
- There's no return to the OS possible, so after the reset part and the dark
- screen, you will have to reboot your computer (sorry for that, but I don't have
- time to track a small memory leak which sometimes completly crashes the
- computer when returning to the OS ; I prefer a clean reset than an unstable OS
- that could crash at any time).
-
- Hope you will appreciate this homage as well as I enjoyed coding it.
- And once again, special greetings to The Exceptions for all the great, great
- job they made during these golden years of real demo spirit.
-
-
-
- ================================================================================
-
- History
- -------
-
- - Main v1.0 : first release on the NET. At least, after months of delays due
- to too much 'real' work, I finally succeded in putting a final point to the
- first release. The emulator can be considered as 95% complete (only missing
- effects are the sound+noise+env mixing and the 'constant' env).
-
- - Data 1 to 5 : a total of 934 songs are included in these archives. See the
- TuneHist.txt file for more details.
-
-
-
- ================================================================================
-
- Acknowledgements
- ----------------
-
- First of all, special general greetings to all the people who made this
- collection possible : all the musicians, coders, graphists who worked hard on
- games and demos and surely helped the Atari ST being the machine of the 90's
- (with the Amiga of course). This was 68000 era, this was real fun coding and
- computing, this was a time where games had gameplay (and not only full motion
- video at 10 fps sequence), where coders did know how to code and used real
- optimisation tricks to speedup things (no fucking useless MMX things was needed
- to beat records), where graphists produced great images in 320x200 with only 16
- colors, and where musicians created great musics with limited soundchip and a
- few number of samples.
- When I see today's computer world, dominated by the WinTel standard, I really
- think that people who come to this market don't know what they've lost and what
- great time they missed. Hopefully, not everything is dead. Emulators are
- appearing around, coded by people who know what these computers represented and
- who want to show the world what computing was like in that golden age ; also
- some powerful game console like the Sony PSX are here, showing that PC's are
- really not suited for real games (after the decline of ST/Amiga, I think the
- PSX certainly was the first machine to make me say : "Woow, how cool it must be
- to code on it ; this could give awesome demos").
- So again, mega thanx to all the demo and games makers who made us dream during
- years, pushing limits and exploiting the machine to its maximum.
-
- For the personal greeting, they go to all 1984's members, that I know for many
- years now ; we met around the ST, and now a long time after we still meet even
- if ST and computers are not really here anymore. So thanks a lot, and thanks
- for all the "positive" supports such as "an ST emulator on a dead computer such
- as the Amiga, you're completly mad" or "you must be completly insane to collect
- old automations CDs and rip MetroCross musics", etc. Well ... thanks ;).
-
- Also thanks to Grazey/PHF who send me many tunes from games. He contacted me
- for some Custom modules I released for the Amiga and as I talked to him about
- my ST project, he sent me a huge list of musics he already had collected. At
- that time, I really thought I had 70 or 80 % of game musics, but when I saw
- that his list was as big as mine, and that they share only few titles in
- common, I understood that merging our files would give great results. Grazey
- also beta tested many musics and versions of the player and also converted some
- tunes to the YMST format.
- Hey Grazey, as you can see, this is finally released (after all those
- "insults" like "you're the lazyest person on ST" or "are you trying to beat ST
- Connexion and MCoder lazyness ?" ;-) , I would have liked to finish it sooner,
- but my work really takes me many time and I don't always feel like converting
- ST tunes after a full day of work ;)
-
- With the release of the Pacifist emulator on the wrong machine (once a time,
- the wrong machine meant the Amiga, now try to guess what it is ...), many WEB
- sites are opening on the Net. I can't name them all, but I send a special HI!
- to all those ST addicts for the great memories they bring (Hi to Rich Davey
- 'Little Green Desktop', to Flix demo's page (with a screenshot from the
- NoCooper :) and to Knaus/Aura for his sound page (hey, what about dropping your
- SNDH format and switching to YMST ? Much modular I can assure you, and you
- wouldn't have to disassemble/reassemble every music)).
-
-
-
- ================================================================================
-
- Contact Address
- ---------------
-
- Want to get in touch, have any remarks or bug to report, any music you would
- like to see included ? Only one way to contact me : send an e-mail to Nicolas
- Pomarede (that's me) at the following address (please no binary without warning
- me first) :
-
- pomarede@isty-info.uvsq.fr
-
- I will answer all messages, but please be patient, as I don't have all the time
- I'd like for it.
-
-
-
-
-
-
-
- Well, This is all for now. See you all in the next releases with more tunes
- to add to your collection.
-
- Bye
-
- Nicolas / Mr.Styckx
-