Sound Blaster (DOS)
vgmpf.com
vgmpf.com
The sound blaster also had a joystick port which back then was also used the emit MIDI signals. I installed a MIDI split cable on the joystick COM port and then configured sound in games to use the Roland Adlib MIDI mode. I hooked up my Yamaha PSR 730 Keyboard to my computer and got to enjoy much higher quality sounding music.
It's funny you mention using your Yamaha keyboard for MIDI out. I did this with the SB Live back in the day, it had a pretty cool front I/O panel too. I remember playing Phantasmagoria this way and getting creeped out really fast. Probably didn't help that the music was coming from my keyboard which was in another part of the room.
Additionally, Sound Blaster-compatible software requires either manual or semi-automatic configuration via the BLASTER environment variable or application-specific configuration mechanisms to determine the hardware configuration.
Creative indeed repurposed a couple infrequently-used pins on its implementation of the IBM PC game port[1] to implement a MIDI interface; other vendors followed suit.
In addition to computer music applications, external MIDI modules — most notably, the Roland MT-32[2] and Sound Canvas SC-55[3] — were commonly supported by games of the era[4].
Today, all this can be easily emulated in both software[5] and first-party emulated hardware[6]. Additionally, Sound Canvas was the basis for the General MIDI standard, so it's also possible to wire up DOSBox MIDI to other GM-compliant synths for similar results (at least in [relatively] newer games with General MIDI support; attempting to emulate MT-32 via GM rarely works out well).
Source: personal experience, though "back in the day" I used a Roland SCC-1, which combined an SC-55-compatible synth and an MPU-401-compatible[7] MIDI interface on an ISA card. For most games, this configuration also required a separate sound card for non-music sound effects, but was otherwise convenient, slots permitting, as it required no external hardware.
[1] https://en.wikipedia.org/wiki/Game_port
[2] https://en.wikipedia.org/wiki/Roland_MT-32
[3] https://en.wikipedia.org/wiki/Roland_SC-55
[4] https://en.wikipedia.org/wiki/List_of_MT-32-compatible_compu...
[5] https://dosbox-x.com/wiki/Guide%3ASetting-up-MIDI-in-DOSBox%...
Also, I had a highly tuned config.sys and autoexec.bat to get as much memory as I possibly could for King's Quest 3.
The original 8-bit cards could be configured through jumpers on the card, and the settings you put into autoexec.bat or individual setup programs for your games, simply had to match the hardware settings.
Later, plug'n'play meant that your PC's BIOS could auto-detect and auto-assign everything to avoid collisions, so you didn't have to bother with it.
which at the beginning was rather plug and pray.
I spent my allowance on computer books about MS-DOS and various programming languages, assembler, interrupts, how computers worked, etc, etc.
I was obsessed with learning every little program that was in that dos folder, and how to write batch files and properly tune the config.sys. Then windows hit and there were ini files to explore. Plus you could hack a lot of old dos games with binary file editors.
I was just so passionate about everything. I feel sorry that all of this is just handed to my kids now. They’ll never choose to do the deep dive unless something takes over their brain.
If my friend’s dad hadn’t taken me to their old 286 and ran “type command.com” to make a bunch of gibberish appear on the screen I have no idea where I would be today. I was hooked from that moment.
I don't remember much with regards to tweaking that stuff.. running memmaker.exe comes to mind. Also loading the CD driver in extended memory mode (MSCDEX.exe /E). Then there was himem.sys etc
I would really love to see a good blogpost on all these things so I can finally learn what all these things actually did -- back then it was just trial an error. All the tweaks I had to make to free up "conventional memory" despite having a lot of RAM.
Most programs I remember just used it as a hint. There would usually be menu settings that were the definitive source.
I totally do. It wasn't fun but in the end, somehow, we always ended up configuring everything correctly!
I got my start in the Win9x days. I cannot begin to describe how confusing it was (with no knowledge of PC computing history) to have sound working perfectly in Windows, only to start a game where sound would not work. Only to be greeted with a settings menu with hundreds of possible sound configuration options with no clue what to try to get sound work. If I actually got my start in the old 386 PC days, opening the case, reading the brand of sound card and looking at jumper settings would have been a start. But with some "ESS" sound chips not listed anywhere, no jumpers showing the settings, etc., it was a complete black box.
Didn't have internet access to go to and research computer problems in those days, and I had no technically knowledgeable friends... Windows Help system was of no help, and it could be a considerable time sink with its terrible search function finding tons of irrelevant hits. Game documentation rarely provided clues. The way forward at the time would have been to buy one of the many non-distinct books on computers available on store shelves.
I have a feeling I had to set the IRQ to 5 on my machine, I also remember something being 220 but maybe I’m imagining that one. I remember doing it so many times it no longer made sense.
I remember seeing a friend (or a friend’s parent) set IRQ to 7 on their computer, that was a real event for me, first time I realized the other values were legitimate options too.
I also won the middle school science fair with a program that came with the SB Pro, called VEDIT2, if I recall. I set up a tape recording of a standard sound and moved a dish-shaped snow sled different distances from the microphone while recording the standard sound. I used VEDIT2 to measure the peak amplitude and then compared with expectations from a parabolic focusing reflector. Any middle schooler using the word 'directrix' was sure to win in my small town.
And yeah my dad helped with the math.
Good old SBPro though.
EDIT: ah this site has a thing for SB Pro too, and it has vedit2: http://www.vgmpf.com/Wiki/index.php/Sound_Blaster_Pro_(DOS)
For me the pure magic was Cubic Player which allowed a regular SB to play MIDI files with the GUS patch. I could not wrap my head around how that software could possibly work.
Some time later I got an Gravis Ultrasound Extreme. At some point I also had the Gravis GamePad.
It used a system called Realsound.
The big thing back then was FM Synthesis vs Wavetable Synthesis for MIDI -- SB had AWE32 but GUS was more entrenched in the demo scene because it was easier to code for apparently (I was only a demo spectator, never an author, so I had no idea).
Today, wavetable synthesis seems so quaint -- nobody really fiddles with MIDIs anymore.
My mind was blown immediately and I got hooked to computer music, computer audio, graphics and multimedia in general. I knew that C64 had a dedicated audio chip, and my COM port (or maybe printer port) had something called COVOX in it, but this SB thing was beyond any previous measure cool. And the C64s were in fact quite pricey and not being sold at all where I lived.
My parents got me a present that was the SoundBlaster as a gift that I managed to get into the elite national school of math and sciences. I started digging scream tracker 3 (by the FC gang), and a school teacher in 10th grade was definitely surprised when I played a demo-tape of self-made recordings. There are many SoundBlaster stories I can tell.
Eventually few years later (in 1996/1997) our group of 2 people released 2 demos, and most of the music was composed by myself, while my mate was spitting thousands of assembly lines, and was also proud to implement a tracker of his own making for the production...
After having played as a DJ at more than 300 events electronic music is to date important part of my life and SB has a very special place in my heart. I can still remember the touch of the product.
SMix was written by Ethan Brodsky, couldn’t easily find anything about him today. Just another generous internet stranger who played a role in my tech career.
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º Programming the SoundBlaster 16 DSP º
º Written by Ethan Brodsky º
º (ericbrodsky@psl.wisc.edu) º
º Version 3.2 º
º 8/3/95 º
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https://archive.org/details/sb16doc_zipI got curious - the email address in the reply is "ericbrodsky" - I did find an Eric Brodsky on LinkedIn who was at Wisconsin until '95 - so it's possible Ethan is his son, and he used his dad's email address?
Some more digging, and I found this profile: https://www.linkedin.com/in/ethanbrodsky/ - could be him? Went to Wisconsin a few years later (so was likely in HS when he wrote the SoundBlaster stuff).
Did I remember the correct interrupt and port? Did I leave the card jumpered with alternate settings last time I played that one game that uses hard-coded values? Will this new game respect the BLASTER environment variable? Does silence when I launch the game mean that I made a mistake, or just that the game has no sound at the title screen?
Warcraft II addressed this with a sound setup tool that rewarded the effort with a delightful surprise: https://www.youtube.com/watch?v=slTHHXWNG4Y
Doesn't work with Tor Browser so have this archive link.
I soon discovered that "compatible with soundblaster" was not the same thing as "100% compatible with soundblaster". To get my sound card working as a soundblaster, I had to load its drivers. They worked but were somewhat buggy and required TSR's all the time. It some memory and, depending on the game, the game just refused to run with such drivers loaded. I never got to run battle chess with sound because of that.
Since I had seen some "real computers" running UNIX I soon wanted to run linux on my PC. On linux I could play CD with the cd-rom but the drivers for my aztr2316 was only merged in 2007. By that time I had already bought a more compatible computer. I learned to envy my friends who had Creative Labs Soundblaster's and US Robotics real modems.
It had some upgrades. Increased the RAM to 64 MB, replaced to modem with a NE2000 compatible network card, added CD recorder combo, I even got 2 floppy drives and 2 hard disks. The machine was almost fully stuffed internally. Nevertheless, It got replaced and I never heard a single tone from its sound card on linux.
Years later I tried to turn on the computer again so I could test the drivers for the sound card. I never completed POST complaining about "parity error". I could have tried other memory chips, but I just gave up on my first machine. Let her rest.
[1]:https://www.youtube.com/watch?v=XRLb9QDf51o
I guess people didn't realize that they were secretly in the demoscene ha ha!
I wonder if it was some overly excited intern developer that whipped this up in his/her spare time? Creative Labs didn't seem like the kind of company that would allow time spent to develop stuff like this but I guess thats just speculation, I was in elementary school when this was released.
I remember when my late father came home with a Sound Blaster 16 and installed it because I had been doing alright in school. I then spent a few days not doing my second grade homework but instead trying to figure out how to set up the SET BLASTER requirements for this card and figuring out how to get games to work with it. There was no internet, and I had no idea how I ever learned anything at all back then. The moment when Epic Pinball started playing music was so shocking that it is still imprinted in my head to this day!
A long time ago we had a bottom of the barrel PC. 386SX 16MHz, 1MB RAM, and 41MB HDD. My parents weren't poor but they were cheap and this was a bargain $899 PC at the time, with 14" VGA monitor and 9 pin printer.
The Pentium had just been released, but I had Surplus Software's advertisements (later bought by Egghead). They sold out of date hardware and software on clearance. I picked up an 8-bit Soundblaster compatible sound card, and a 2400bps modem. The parts arrived, I installed them, and my brother and I spent the better part of a Saturday morning downloading, or rather waiting for the download of Duke Nukem 2
Note: Airborne express dropped the package off at 10:00 am when I had placed my order the day before using my moms credit card (with her permission). That alone was amazing.
Back to the story...after the download was complete, we ran the installer and we so nervous and excited
CD\DUKE2
DUKE2.EXE
The cheesy opening cut scene and thundering intro music blew us away. We had never heard any sound like that from the pathetic PC speaker or even our beloved NES.It was amazing.
Similarly, the Pentium was just released and a friend of a friend of mine had one (wealthy parents). Just once, I got to visit the Pentium's guy home tagging along my friend. The guy played a small VIDEO-CLIP with sound output in a Soundblaster-driven pair of speakers.
I had never heard any game sound but PC speakers or NES (Famicom). There was a popular software at the time which I don't recall, which was playing MOD files into the PC speaker and we would listen in awe how that would sound.
Now imagine being hit simultaneously with full-blown digital sound AND VIDEO. Flabbergasted is an understatement. The Pentium guy kept saying something about choppy video and crappy quality but I couldn't notice a damn thing, seemed the most amazing video I ever saw and all I could think (but of course couldn't say it out loud) was "shut the fuck up, I can't hear the soundtrack".
I ended up buying a Sound Blaster Pro and installing that. We were absolutely blown away by the sound coming from that thing, specifically Links 386.
Oh, and I ended up working at Egghead Software for a couple years in the mid-90’s.
>Looking through Mobygames, the total number of retail Dos games released from 1989,1990 and 1991 was a massive 1902 games (this is excluding educational software, shareware games, PD freeware and compilations). The real number is even bigger than this as Mobygames' disclaimer says a large number of retail Dos games are still missing and not catalogued. It's interesting that all other systems, the only computer/console that comes anywhere close from 1989-1991 is the C64 with 1421 retail games.
out of those 1900 PC games released between 89-91 only a small fraction (<10%) supported Sound Blaster digitized wave output. It took over two years for true adoption as the de facto standard.
It's kind of sad that no one but Apple wants to make serious quality custom equipment for home users anymore. The PC proved for everyone that "race to the bottom" is a valid business model.
The "race to the bottom" was out of necessity because many people couldn't afford paying so much money.
The GUS was also absolutely huge in that crowd because of the way it handled MIDI via wavetable. I remember reading reviews and scrounging up cash to buy a wavetable card, actually an OEM AWE 32 in a nondescript cardboard box from the basement of a computer store in Utah. The various features for working with the wavetable made it a lot of fun to play with.
Of course Creative screwed again with numerous bugs in SB16 https://www.vogons.org/viewtopic.php?f=62&t=50071
* MPU-401 Hanging Note Bug.
* MPU-401 Stuttering with high sampling rates.
* Single-Cycle DMA Clicking (Non Vibra).
Not to mention poor engineering practices like leaving floating opamps resulting in noisy cards.
I hear that any time I encounter something that reminds me of War Games, most recently yesterday when my daughter asked me to play Tic Tac Toe with her on her kid’s menu while we waited for dinner to be served.
Later on I found out MIDI can sound much better using better sound cards, e.g. https://en.wikipedia.org/wiki/Sound_Blaster_AWE32 (mine was SB16)
Pure magic.
Well, over time with faster CPUs, software mixing, AWE32, GUS or EWS64 etc. the problem solved itself and in the meantime I really like the FM sounds for what they are but man was I disappointed at that time.
Unlike many, I suspect, I also used it as a poor-man's digital oscilloscope at work, simply by sampling the microphone input (or line input? I don't remember.) it worked well enough (although all flat signals reverted to the middle.)
But it was enough to show the value of a digital scope over an analogue one, and we made a big of money, and so bought a real digital oscilloscope (for what was then, to us, quite a lot of loot.)
Those were the days of miracle and wonder.
Card with real DSP was called ASP = Advanced Signal Processor or CSP = Creative Signal Processor. ST18932, a bad one but still a DSP. Enough performance to implement 14.4kbps modem.
"Tests/Info welcome: Reverse engineering the SB16 ASP/CSP" https://www.vogons.org/viewtopic.php?f=62&t=86739&p=1051126
The thing constantly stopped working and I would have to reseat it into a different PCI slot and often reinstall the drivers to make it work again. It also had obnoxious bright red LEDs with no way to turn them off.
It often went weeks without being detected at all after any kind of reboot of the system.
I will never buy another.
So, tell me about your problems.
(Dr. Sbaitso will ask that, on occasion)