It is fast and notes are very close together (as far as I can see, there’s always a difference of only one half tone between notes: that’s why it gives you that feeling I think). It gives the idea of movement and technology.
The main part of the song is that catchy repetitive melody. The song is 2X, so set up speed multiplier on Goattracker accordingly, otherwise it will sound too slow or too fast. The tune is intended for 6581 SID chip, but it can be listened on 8580 SIDs too. The keyboard proved to be very helpful and I figured out that chord istantly. Now I have a music keyboard (an old PSR 200 by Yamaha), so I decided to give it a try.
I couldn’t figure out one chord properly. Still, I wanted to make my try.Īgain, I started to work on this cover ten years ago, then I left it unreleased. Some Commodore 64 covers already exist actually. The opening sequence music theme is still very famous and I thought a Commodore 64 version would be nice.
SID WIZARD VS GOATTRACKER SERIES
This simplifies the concept of tempo by expressing it in terms of a consistent note type.Knight Rider was a TV series really popular in the 80’s. Many music input formats explicitly represent tempos and time signatures (i.e., midi and MusicXML), and ChiptuneSAK will internally convert and store this information as QPM. Like MIDI, chirp understands tempos in terms of quarter notes per minute (QPM). In compound meters, the metronome markings will usually show a dotted note = to a beat count per minute.ĬhiptuneSAK preserves tempo across various transformations and music formats. The fundamental beat in compound meters is dotted (note value + a half of the note’s value), allowing clean divisions by three. But when unwanted triplets still occur, a “compound” meter (e.g. The simplest is to use a 3/4 (or 3/8) time signature. There are sheet music analogs to this practice which can use standard note durations to express divisions of three. In the 8-bit tracker world, composers simply choose a number of duration rows that when divided by 3 yield integer solutions (e.g., a fast tempo using 24 rows for a quarter note can turn into three groups of 8 rows). In music notation, triplets often come to the rescue, which map three equal durations to the duration of either one or two notes. When a beat is divided into three equals parts, there is no note type to express a 0.33333333 subdivision. When composers divide beats by powers of two (whole note into halves, quarters, 8ths, etc.), there are note types to express these subdivisions. In general, time signatures indicate the periodicity of accents in the music’s rhythm. This also holds true for “complex” time signatures (e.g., 5/8, 7/4, 11/8, etc.). Example: 3/2 has 3 half notes per measure. For “simple” time signatures (e.g., 2/4, 3/4, 3/8, 4/4, etc.) the upper number shows how many beats are in a measure (aka bar), and the lower number shows the note type that represents a beat (4 = quarter, 8 = eighth, etc.). The initial time signature appears before the first measure, and usually looks like one number above another, like a fraction. Together, the temporally-unitless proportions found in the music become tied to an absolute time frame. By itself, the BPM can’t tell you how fast a piece will play – to do this, it must be combined with the piece’s initial time signature (aka meter). Metronome markings tell you the Beats Per Minute (BPM) in terms of a specific note type. Sheet music will usually indicate the song’s initial tempo above the first measure using either Italian descriptors (e.g., “Largo”, “Moderato”, “Allegro”, etc.) or metronome markings (e.g., “quarter note = 120”). Tempo is commonly expressed in terms of Beats Per Minute (BPM). Music rhythm is periodic, and consists of patterns of stressed and unstressed pulses. For the most part, they are not meant to be manipulated directly. The RChirpPattern and RChirpOrderList objects are created by compression algorithms that discover and exploit repetitions in the musical content to make the song smaller. The RChirpOrderList is a list of RChirpOrderEntry objects, which in turn point to RChirpPattern entries in the RChirpSong.patterns list for the song as a whole. However, the RChirpVoice can optionally contain the content in a separate format as well: as an RChirpOrderList that specifies patterns and repeats. The musical content of each RChirpVoice is contained in its RChirpVoice.rows member, which is a list of RChirpRow objects, each representing a tracker row or the sound chip state after a play call update. The distinction is made because voices, unlike tracks, reflect the underlying hardware. Instead, RChirpSong contains a list of RChirpVoice classes, each representing a single voice. While the song is represented by the RChirpSong class, it contains no tracks. The RChirp representation is quite different from the other intermediate representations in ChiptuneSAK.