paul_nicholls said: Code: 09 00 00 00 SND0 Stop playing sounds. 0A 00 LL HH SND1 HHLL Play 500Hz tone for HHLL miliseconds. 0B 00 LL HH SND2 HHLL Play 1000Hz tone for HHLL miliseconds. 0C 00 LL HH SND3 HHLL Play 1500Hz tone for HHLL miliseconds.

Code: 0D 0X LL HH SNP Play PCM Sound for HHLL miliseconds at the tone specified in address pointed to by Register X ... Click to expand...

these instructions don't make much sense, since they don't talk about what type of wave the sound is.we can either keep sound generation really primitive, or we can make it a more simplified version of what consoles have.if we want good sounding games, we obviously don't want primitive sound. but at the same time, how many of us are going to code a chip16 game with cool music?someone should read up on how the old-gen systems do their sound, and propose a simplified version (they tended to over-complicate things due to hw restrictions).