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authorMiquel Sabaté Solà <mssola@mssola.com>2026-04-10 16:12:58 +0200
committerMiquel Sabaté Solà <mssola@mssola.com>2026-04-10 16:12:58 +0200
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parentddbdfb54a8ebabbeeeb6fe10518f1a548404d5ed (diff)
downloadcode.nes-1a156c9cb5e44d27f27d8ff906407d9f5e20b865.tar.gz
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sound: write down a README.md file
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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-TBD
-Reference nerdynights: https://nerdy-nights.nes.science/#audio_tutorial-0
-square channels sometimes called pulse channels
+These examples showcase how to produce sound on the NES/Famicom. This is a
+complex topic, but here I'm trying to showcase it at a very fundamental
+level. It's basically the same as to follow the guide from
+[NerdyNights](https://nerdy-nights.nes.science/#audio_tutorial-0), which I read
+extensively, mixing with things I learned by browsing the NESDev wiki. All in
+all we have:
+
+- [beep.s](./beep.s): the most basic example. It constantly sends a C# note to
+ the square 1 channel (mind that square channels are also called "pulse"
+ channels).
+- [select.s](./select.s): same as `beep.s` but while also using the square 2,
+ triangle and noise channels. Note that now everything is muted, and you can
+ unmute each channel by pressing A, B, Start or Select.
+- [scale.s](./scale.s): reproduce a scale of notes over and over.