they sound different: you cannot do a square wave on fm
You can imitate it, though.
How would you do it?
I could imagine using additive synthesis to approximate, but with only two operators that’s not really getting very close… Maybe if you combine more operators by playing the note on multiple channels?
Maybe through ultrafast volume changes
*edit: fixed a typo
The best solution will be the fastest.
The fastest ones are the ones in the cart, with noise emulated as tones.
About ultrafast volume changes, the emulator tries to dynamically translate bytes sent originally to SN, into the format of the AY, trying to get the similar sound output.
The way it's built, it's not relying on an interrupt hook. Not sure about conventions, but possible more of a translator than an emulator.
So, ultrafast volume changes are not possible as it is.
In some weeks, I'll play with a good & old pencil and paper drawing some state charts, trying to map some important states from two chips.
Just an idea... But In the case of a game like GYRUSS, why not using FMPAC / MSX MUSIC for playing music (and perhaps doing a much better music with YM2413 capabilities) and keep the 3 voices of the PSG only for sound effects ?
that means changing the game sound engine specific logic entirely, and, in general, that would not fit any other Coleco game.
We did it before
...but you also need to ask John and Toni...
sorry, on a phone and emoji ended the message
@hbarcellos,
normaly music goes all at vertical blank interrupt rate.
is there any indication that coleco games do different.
only thing I can think of is the MSX pac man saying oh shit and game over.
i.e. outside-game effects.
in-game there never is fast changes except the extreme timed demo of dvik.