Mockingboard 4c+: Because Interrupts Are Hard

(blondihacks.com)

30 points | by signa11 11 days ago

3 comments

  • apricot 11 days ago
    I remember one action game on the Apple II that played music during gameplay: Microwave. But the sound was made on purpose to sound kind of choppy (a bit like voice fry), so that there was some leeway to fit graphics updates and calculations. I never disassembled it but I can imagine the pain it must have been to keep the game loop close to constant time.
    • eej71 11 days ago
      The Bilestoad would have been utterly incredible if it had embraced the mockingboard. Then again, the slightly labored and off-key fur elise coming out of that sad little speaker while you hacked away at your enemy had a creepy charm.
    • sowbug 11 days ago
      By Jay Zimmerman and Jim Nitchals. The choppiness was key: it played the note uninterrupted (literally!) for just long enough to let the listener ascertain the pitch, but not so long that it interfered with the rest of the game loop.

      I never disassembled it, either, but my teenage ears sensed that the sound was still playing, albeit at a near-inaudible frequency, even during musical pauses. I assumed the game would set a memory location somewhere to indicate the note to play, and the sound routine's job was simply to play that note (probably attempting to keep a constant time as the frequency varies). That kept the frame rate consistent even if there wasn't sound to play.

  • egypturnash 11 days ago
  • deater 11 days ago
    it's interesting the 4c+ has a Yamaha variant of the chip, probably for the best.

    Recent other Mockingboard replicas use AY-3-8193 which turn out to sound awful, especially when trying to play ZX-style chiptune/demoscene music