CRT-4

Manual

CRT-4 turns the M-VAVE FM-1 into a four-track groovebox that plays the sound chips of nine game consoles and home computers: the Atari 2600, the Commodore 64, the NES, the PC Engine, the Genesis, the Game Boy, the SNES, the PlayStation and the N64. Pick a console and you play it: its drums on the first track, any of its sixteen sounds on the other three, made the way that console made them, with its own echo or reverb. The whole screen dresses as the console, with a scene of its time that moves with the music. Each console keeps a song of its own: 16-step patterns, chains, chords and punch-in effects, the way LCD-4 works.

The FM-1 (a drawing), running CRT-4, each control labelled
The FM-1 (a drawing), running CRT-4, each control labelled


1Install

Try it first: the browser emulator runs the same code with sound, played with the mouse, a touch screen or the keyboard.

Install from the browser: open the web installer in Chrome or Edge, connect the FM-1 with a USB data cable and press Install. Don't unplug it while it's writing; when it finishes, the FM-1 restarts into CRT-4.

Install from the command line: download crt4-X.Y.Z.fwsc from the latest release, install Python 3 with pip3 install mido python-rtmidi, and from the CRT-4 source run:

python3 tools/fm1_install.py crt4-X.Y.Z.fwsc

Which version: the Setup page (GLO) shows it at the bottom left, and the start screen under the name.

Go back: "Back to the stock firmware", at the bottom of the installer page, puts M-VAVE's firmware back (download the FM-1 V15 file from the link there, choose it, press the button). M-VAVE's own updater, M-UPGRADE, works too.

Installing other firmware is at your own risk. If the FM-1 ever won't start, see Recovering an FM-1 that won't start.

Coming from another firmware: CRT-4 keeps its settings where IND-1, LCD-4, AMB-1 and others keep theirs, under its own name, and its nine songs in the FM-1's main store (where some firmwares keep samples). None of them reads the others': CRT-4 starts on the NES with its demo song, and each console's first save replaces what another firmware had saved in that place.


2Getting started

  1. Switch the FM-1 on and turn MASTER up. CRT-4 powers on the NES: its start screen, then its demo song, stopped.
  2. Press PLAY. Four tracks play: the 2A03's drums, the triangle's bass, pulse arpeggios and a pulse lead with an echo, over a chain of patterns and chords.
  3. Hold GLO and turn ALGORITHM. The consoles stand on a shelf; the one you point at comes forward. Let go of GLO: that console powers on, with its own song (its demo, the first time). Press PLAY.
  4. Turn ALGORITHM to pick a track. The tabs under the screen show the four tracks and their sounds.
  5. Turn PRESETS to give the track another of the console's sounds (on track 1, its other kit).
  6. On tracks 2–4, play the keys. OCT− and OCT+ move them an octave. On the 2600, the C64, the NES and the Game Boy a track plays one note at a time: hold several keys on an Arp chords sound and they run as an arpeggio, a note a frame, as the music of those machines did.
  7. Turn ALGORITHM to track 1, the drums. A black key picks a part (and plays it); the white keys are its 16 steps: press one to switch it on or off.
  8. Press REC (writing) while it plays, and play: what you play goes into the pattern. REC again to stop.
  9. Press HOME for the patterns: a white key picks the next one. Hold one and press others: a chain.
  10. Hold FX and press a white key: an effect, for as long as you hold it. Hold any button for a second and a card says what it does. Your work saves itself a few seconds after you stop; SAVE saves at once.

3Controls

ControlWhat it does
ALGORITHMThe track: 1 the drums, 2, 3, 4 the others. With GLO held: the consoles' shelf
PRESETSThe track's sound (on the drums, the kit)
SELECTThe previous or next page; with HOME held, the tempo
KNOB 1–4The page's four values; with a step held, the step's own
MASTERVolume
PLAYPlay / stop
RECWriting on / off (PLAY turns red)
EDITHeld: a key, a step, a pattern or a row cleared. With REC: the track in this pattern cleared
ENVThe Track page. Held: a key or a step gets an accent
OCT− / OCT+The keyboard's octave. On the drums: the part before, the next part. A step held: a slide, a ratchet
HOMEThe Patterns page. Held: the white keys are patterns, pressed in order a chain
ARPThe Chords page. Held: the white keys are chords, pressed in order a chain
FXThe FX page. Held: the white keys are effects, while you hold them
SEQ · LFO · SELThe Steps, Sound and Mixer pages
GLOThe Setup page. Held, with ALGORITHM turned: another console
SAVESaves. Held with a white key on the Patterns page: this pattern copied there. Held on Setup: the console's demo song back
The keysDrums: the black keys are the parts, the white keys their steps. Tracks 2–4: a keyboard (on the Steps page, the white keys are the steps)

A page's button pressed again goes back to the Sound page. Hold OCT− and OCT+ together for five seconds for the update mode (see Troubleshooting).


4The consoles

The shelf: the nine consoles, the one ALGORITHM points at lifted out
The shelf: the nine consoles, the one ALGORITHM points at lifted out

Hold GLO and turn ALGORITHM: the consoles stand on a shelf, the one you point at lifted out and named. Let go of GLO and CRT-4 stops, saves the song you were on, and powers the other console on: its start screen for a couple of seconds, then its song.

Each console keeps its own song: its sixteen patterns, its chains and chords, its tempo, every track's sound and knobs, its kits and its FX page. Going to another console and back finds yours as you left it. The first time you choose a console, its song is its demo; Setup's Demo (hold SAVE) brings the demo back any time.

What changes with the console:


5The screen

The NES's: the side-scroller, the steps, the tracks, the knobs
The NES's: the side-scroller, the steps, the tracks, the knobs

The top of the screen is the console's TV (the Game Boy's LCD):

Below it, in the console's colours: the four tracks (their sounds and meters; a muted one struck through), then the page's name and its four knobs. On the 8- and 16-bit consoles the knobs are level meters in the console's lettering; on the PlayStation and the N64, dials.

ConsoleThe scene
Atari 2600A blocky space shooter over the console's colour bands; Pip's ship follows the lead and fires, the snare blows up an invader
C64The tape loader's stripes in the border, a scroller inside: Pip runs to the bass and jumps to the lead; a text scrolls through a raster bar
NESA side-scroller: Pip jumps on the kick and bumps the blocks with the lead; notes pop out
PC EngineA shooter in deep space: stars in layers, a ringed planet, Pip's ship firing the lead, enemies bursting on the snare
GenesisA city at night at speed: buildings in three layers, a neon sign flickering on the snare, Pip running flat out
Game BoyA route seen from above in four greens; Pip walks a step a note; an accent starts a battle; the slow LCD's ghosting
SNESAn airship over a world map that turns (Mode 7), a gradient sky, a cloud half seen through
PlayStationA race through a neon tunnel: wobbling, warping polygons, dithered colour, Pip's craft swaying to the lead
N64An island in a misty sea, the camera going round; Pip hops on the kick, notes rise and spin with the lead

6The tracks

Track 1 is the drums; tracks 2, 3 and 4 play the console's sounds. Each track remembers its knobs for every sound, so you can try another sound and come back. Each track has a colour from the console's palette.

The Track page (ENV) sets the track's Level, Pan (as the console could), Echo (or Reverb, Effect: how much of the track goes to the console's effect) and Glide (how long a note takes to slide from the last one). The Mixer (SEL) has the four levels together, and mutes.


7The drums

The black keys pick the part (and play it). The white keys are the part's 16 steps: press a step and let go to switch it on or off. The Sound page's knobs are the part's own: Tune (an octave up or down), Decay (shorter or longer than the part's own), Tone (the part's colour: a noise's rate, a drum's pitch drop, a filter, an operator's level, as the console makes it) and Level.

Every kit has eleven parts on the same keys; most follow the same plan (kick, snare, three toms, a rim or a click, a clap, closed and open hats, a crash, one more), so a pattern written on one kit makes sense on another. The closed hat cuts the open one off. Each console's kits are in section 13.


8Writing

On the steps (any time, playing or not): on the drums, the white keys always are the part's steps. On tracks 2–4, the Steps page (SEQ) turns the white keys into its 16 steps.

Live (REC on, playing): what you play goes into the pattern playing, on the nearest step: each key's note and how long you hold it; keys pressed together make a chord on one step (on a mono console it plays as an arpeggio); a key pressed while another is held slides into it. On the drums, the black keys. Knobs A and B turned on the Sound page are written as locks; an effect held is written onto its steps.

Step by step (REC on, stopped, tracks 2–4 on the Sound page): each key (or chord) goes on the next step; EDIT is a rest.

Clearing: EDIT + REC clears the selected track in this pattern.


9Patterns and chains

A pattern holds all four tracks: the drums' steps and accents, the other tracks' steps, the effects written on its steps, and its length. There are sixteen, on the white keys of the Patterns page (HOME), or with HOME held from any page.

The page's knobs: Tempo (40–240), Swing (50 % straight to 75 %), Length (1–16 steps) and Key (everything moved to it).


10Chords

The Chords page (ARP) puts sixteen chords on the white keys, in C (Key moves them):

Key12345678910111213141516
ChordCDmEmFGAmBbECmaj7Dm7Em7Fmaj7G7Am7FmGsus4

11Effects

Hold FX and press a white key (or use the keys on the FX page): the effect lasts as long as you hold the key. While writing, it's written onto the steps it plays over. EDIT + an effect's key takes it off the pattern's steps.

KeyEffect
1Repeat 1/16The step playing when you pressed, over and over
2Repeat 1/8Two steps, over and over
3Repeat 1/4A beat, over and over
4StutterThe step repeated in 32nds
5ReverseThe steps backwards
6Half speedEach step played for two
7GlitchSteps at random, some doubled
8FillThe drums: a snare roll, the toms down
9Octave upTracks 2–4 an octave up
10Octave downTracks 2–4 an octave down
11Solo drumsThe other tracks out
12Solo tracksThe drums out
13FadeThe master volume down over two bars, in the console's steps
14Pitch diveEverything falling, an octave a bar
15VibratoEvery note wavering
16EchoThe console's echo or reverb turned up, its feedback too (on the chip consoles: the trackers' echo on every track)

The FX page's knobs are the console's own (section 13).


12The pages

PageButtonKnobsThe white keys
PatternsHOMETempo, Swing, Length, KeyPatterns, chains
StepsSEQThe sound's (a step held: Note, Length, A, B)Steps
SoundLFOThe sound's (drums: the part's Tune, Decay, Tone, Level)Tracks 2–4: notes; drums: steps
TrackENVLevel, Pan, Echo (Reverb, Effect), GlideAs the Sound page
ChordsARPFollow, Key, Swing, TempoChords, chains
MixerSELThe four tracks' levels1–4 mute the tracks, 5–8 pick one
FXFXThe console's effect (section 13)Effects
SetupGLOTune, MIDI out, Clock, DemoAs the Sound page

Setup: Tune ±50 cents; MIDI out off or on; Clock Auto (follows MIDI clock when it comes) or Internal; Demo: the console's demo song, back when you hold SAVE (it replaces this console's song; the other consoles' are not touched). The status line shows the load (CPU).


13The nine consoles, one by one

Each console's sounds are listed in their rows: the basses, the keys, the leads, then its own. Made of says which part of the chip (or which kind of sample) makes the sound. Knobs A and B can be locked on a step. Wave, Duty, Shape and the like are switches: a few positions, a detent each.

Atari 2600 (1977)

The TIA: two channels, each a 5-bit frequency divider (the 31.4 kHz audio clock divided by 1 to 32), a waveform (sixteen settings made of more dividers and of 4-, 5- and 9-bit polynomial counters) and a 4-bit volume. A note becomes the divider nearest to it, so the 2600 plays near the notes, rarely on them: that is its sound. Organ and Chime use both channels at once.

SoundMade ofKnobs (A, B, C, D)
BassBuzzTIA poly4Decay, Sustain, Wave, Octave
PureTIA dividersWave, Decay, Sustain, Thump
RumbleTIA div15 polyDecay, Sustain, Release, Vibrato
DivTIA poly5 div6Decay, Sustain, Release, Thump
KeysArp chordsTIA arpeggiosWave, Speed, Mode, Decay
Organboth channelsWave, Attack, Release, Vibrato
Chimeboth channelsDecay, Wave, Release, Octave
DroneTIA poly5Wave, Attack, Release, Vibrato
LeadsSquareTIA div2Vibrato, Decay, Sustain, Release
Buzz leadTIA poly4Vibrato, Decay, Sustain, Release
Poly leadTIA poly5-poly4Vibrato, Decay, Sustain, Thump
SirenTIA div2Depth, Decay, Wave, Sustain
Its ownLaserTIA sweepSweep, Decay, Wave, Sustain
EngineTIA rumbleRev, Wave, Decay, Wobble
RicochetTIA sweepSweep, Decay, Wave, Octave
BlastTIA poly9Decay, Tone, Release, Wave
Black keyTIAPoly
1KickThud
2SnareCrunch
3Low tomBloop low
4Mid tomBloop mid
5High tomBloop high
6ClickTick
7ClapRattle
8Closed hatHiss short
9Open hatHiss long
10CrashRumble
11ZapLaser

FX page: Echo (the trackers' echo: how many sixteenths later), Repeats, Region (NTSC or PAL: the clock a little slower, 50 frames a second), TV (how much of a TV's little speaker you hear).

Commodore 64 (1982)

The SID (6581): three voices of four waveforms (triangle, saw, pulse of any width, noise) that can be combined, ring-modulated or hard-synced by another oscillator, under the SID's ADSR (a linear attack, a decay and release that slow as they fall, sixteen sustain levels), through its multimode filter. Its music ran at 50 frames a second: arpeggios a frame a note, pulse widths and filters swept a frame at a time, drums made by changing the waveform from one frame to the next. The Digi kit and the voice play 4-bit samples through the volume register.

SoundMade ofKnobs (A, B, C, D)
BassPulseSID pulseWidth, PWM, Cutoff, Decay
FilterSID saw, low-passCutoff, Reso, Env, Decay
SyncSID hard syncRatio, Cutoff, Decay, Reso
SlapSID noise, pulseWidth, Decay, Cutoff, Thump
KeysArp chordsSID arpeggiosWidth, Speed, Mode, Decay
PWM padSID pulsePWM, Cutoff, Attack, Release
Ring bellsSID ring modRing, Decay, Release, Cutoff
Combo organSID combined wavesWave, Attack, Release, Vibrato
LeadsPWM leadSID pulseVibrato, PWM, Decay, Sustain
Sync leadSID hard syncRatio, Sweep, Vibrato, Release
Filter leadSID band-passCutoff, Reso, Vibrato, Release
Noise leadSID noise, pulseWidth, Cutoff, Vibrato, Release
Its ownDigi voice4-bit digiOctave, Release
WobbleSID filter sweepSpeed, Depth, Cutoff, Reso
Tape screechSID noise sweepSweep, Decay, Cutoff, Wave
Sync sweepSID hard syncSpeed, Ratio, Decay, Cutoff
Black keySIDDigi
1KickKick
2SnareSnare
3Low tomLow tom
4Mid tomMid tom
5High tomHigh tom
6RimRim
7ClapClap
8Closed hatClosed hat
9Open hatOpen hat
10CrashCrash
11BlipYeah!

FX page: Echo, Repeats, Chip (the 6581 or the 8580: another filter curve, cleaner; and its digis much quieter, as they were), TV.

NES (1983)

The 2A03 (two pulses of four duties with an 11-bit period, the 32-step triangle that has no volume, the noise register at sixteen rates, the 1-bit DMC) and the Famicom's expansion chips: the VRC6 (pulses of eight duties, a seven-step sawtooth that folds over when driven), the FDS (a 64-step wavetable, its modulator, its low-pass), the N163 (4-bit wavetables), the 5B (its envelope run as a buzzing waveform). The NES's mix and output: mono, non-linear DACs, the Famicom's filters.

SoundMade ofKnobs (A, B, C, D)
BassTriangle2A03 triangleCut, Thump, Vibrato, Octave
Pulse2A03 pulseDuty, Decay, Sustain, Thump
DMC bass1-bit samplesWave, Release, Vibrato, Octave
VRC6 sawKonami VRC6Grit, Decay, Sustain, Thump
KeysArp chords2A03 arpeggiosDuty, Speed, Mode, Decay
Pulse piano2A03 pulseDuty, Decay, Release, Vibrato
FDS waveFamicom Disk SystemWave, Mod, Speed, Attack
N163 waveNamco 163Wave, Attack, Decay, Vibrato
Leads12.5% lead2A03 pulseVibrato, Decay, Sustain, Thump
25% lead2A03 pulseVibrato, Decay, Sustain, Release
Duty sweep2A03 pulseSpeed, Vibrato, Decay, Sustain
Echo lead2A03 pulsesDuty, Vibrato, Decay, Release
Its ownSweep zap2A03 sweepSweep, Duty, Decay, Sustain
VRC6 leadKonami VRC6Duty, Vibrato, Decay, Sustain
5B buzzSunsoft 5BShape, Square, Decay, Detune
DMC hit1-bit samplesDecay, Octave, Release
Black key2A03DMC
1KickKick
2SnareSnare
3Low tomLow tom
4Mid tomHigh tom
5High tomTimpani
6BlipRim
7ClapClap
8Closed hatClosed hat
9Open hatOpen hat
10CrashCrash
11MetalOrchestra hit

FX page: Echo, Repeats, Region (NTSC or PAL), TV.

PC Engine (1987)

The HuC6280: six channels, each a 32-step table of 5-bit values written by the game, a 12-bit period, a 5-bit volume in 1.5 dB steps and its own left and right; noise; the LFO (one channel bending another's pitch: a vibrato, or at audio rate something near FM); DDA (5-bit samples written by hand). The CD-ROM's ADPCM (an OKI MSM5205) plays the CD sounds.

SoundMade ofKnobs (A, B, C, D)
BassWave bassHuC6280 wavetableWave, Decay, Sustain, Thump
SlapHuC6280 wavetableDecay, Wave, Release, Thump
SquareHuC6280 wavetableWave, Decay, Sustain, Thump
LFO bassHuC6280 LFOMod, Ratio, Decay, Sustain
KeysWave pianoHuC6280 wavetableWave, Decay, Release, Vibrato
OrganHuC6280 wavetableWave, Attack, Release, Vibrato
BellsHuC6280 LFORatio, Mod, Decay, Release
CD stringsCD-ROM ADPCMAttack, Release, Vibrato, Octave
LeadsWave leadHuC6280 wavetableWave, Vibrato, Decay, Sustain
Shmup leadHuC6280 wavetableVibrato, Thump, Decay, Sustain
LFO leadHuC6280 LFOMod, Ratio, Vibrato, Release
CD guitarCD-ROM ADPCMRelease, Vibrato, Octave, Bend
Its ownDDA voice5-bit DDAOctave, Release
CD choirCD-ROM ADPCMAttack, Release, Vibrato, Octave
Noise sweepHuC6280 noiseSweep, Decay, Tone, Release
Power-upHuC6280 sweepSweep, Speed, Decay, Wave
Black keyPSGDDA
1KickKick
2SnareSnare
3Low tomLow tom
4Mid tomMid tom
5High tomHigh tom
6RimRim
7ClapClap
8Closed hatClosed hat
9Open hatOpen hat
10CrashCrash
11ZapHo!

FX page: Echo, Repeats, Stereo (the PC Engine's stereo, or the TurboGrafx's mono), TV.

Genesis (1988)

The YM2612: four operators a voice in eight algorithms, the first fed back into itself; each operator its multiple, detune, level and envelope (attack, two decays, sustain, release, scaled by the key). Its output goes through a 9-bit DAC with a step at zero (the "ladder": quiet notes grow gritty). Channel 3 can give each operator its own frequency (Ch3 bells). The SN76489: three squares and a noise in 2 dB steps. The DAC kit and the voices are samples played through channel 6, as 4-bit deltas.

SoundMade ofKnobs (A, B, C, D)
BassSlapYM2612 FMBright, Feedback, Decay, Release
HouseYM2612 FMBright, Decay, Feedback, Release
RockYM2612 FMFeedback, Bright, Decay, Release
WoodYM2612 FMBright, Attack, Decay, Vibrato
KeysE.PianoYM2612 FMTine, Decay, Release, Detune
OrganYM2612 FMFeedback, Attack, Release, Vibrato
BrassYM2612 FMBright, Attack, Release, Vibrato
StringsYM2612 FMAttack, Release, Detune, Vibrato
LeadsScreamYM2612 FMFeedback, Bright, Vibrato, Release
FM guitarYM2612 FMBright, Feedback, Decay, Vibrato
MarimbaYM2612 FMBright, Decay, Release
PSG squareSN76489Vibrato, Decay, Sustain, Release
Its ownOrch hit8-bit DACDecay, Octave
DAC voice8-bit DACOctave
Ch3 bellsYM2612 channel 3Decay, Release, Detune, Feedback
LaserYM2612 FMFeedback, Sweep, Decay, Bright
Black keyDACFM
1KickKick
2SnareSnare
3Low tomLow tom
4Mid tomMid tom
5High tomHigh tom
6RimRim
7ClapClap
8Closed hatClosed hat
9Open hatOpen hat
10CrashCrash
11CowbellCowbell

FX page: Echo, Repeats, Model (the Model 1's warm low-pass and its ladder, or the Model 2's clean output), TV.

Game Boy (1989)

Four channels: two pulses (the first with a sweep), the wave channel (32 steps of 4 bits, written by the game, with only four volumes, so it steps rather than fades: the trackers' wave synths and speech rewrote it as it played; the wave kit plays 4-bit drums through it), and the noise (15-bit, or 7-bit and metallic). Each channel goes left, right or both. The output has a high-pass and, on the first model, a soft top.

SoundMade ofKnobs (A, B, C, D)
BassWave bassDMG wave channelWave, Decay, Thump, Octave
Pulse bassDMG pulseDuty, Decay, Sustain, Thump
WobbleDMG wave synthSpeed, Depth, Wave, Release
SubDMG wave channelDecay, Sustain, Thump, Octave
KeysArp chordsDMG arpeggiosDuty, Speed, Mode, Decay
Wave organDMG wave channelWave, Attack, Release, Vibrato
PluckDMG pulseDuty, Decay, Release, Vibrato
Wave padDMG wave synthSpeed, Wave, Release, Vibrato
LeadsPulse leadDMG pulseDuty, Vibrato, Decay, Sustain
Sweep leadDMG pulse sweepSweep, Duty, Vibrato, Decay
Wave synthDMG wave synthSpeed, Wave, Vibrato, Release
Ping-pongDMG pulses, L / RDuty, Delay, Vibrato, Decay
Its ownSpeechDMG wave vowelsVowel, Speed, Vibrato, Release
Metal noiseDMG 7-bit noiseDecay, Sustain, Sweep, Release
Kick bassDMG wave channelKick, Decay, Wave, Octave
Stereo arpDMG pulses, L / RDuty, Speed, Mode, Decay
Black keyNoiseWave kit
1KickKick
2SnareSnare
3Low tomLow tom
4Mid tomMid tom
5High tomHigh tom
6RimRim
7ClapClap
8Closed hatClosed hat
9Open hatOpen hat
10CrashCrash
11MetalCowbell

FX page: Echo, Repeats, Model (DMG, Pocket, Color: their filters), Speaker (the Game Boy's own little speaker instead of headphones).

SNES (1990)

The S-DSP: samples in BRR (16 samples in 9 bytes), at 32 kHz, through its 4-point Gaussian interpolation (the soft top that is the SNES's sound), under its ADSR stepped by its rate table (and GAIN for releases); no more than two octaves over a sample's root. 64 KiB of sound memory held a game's samples: CRT-4's SNES bank is that size, its samples short, their loops tight.

SoundMade ofKnobs (A, B, C, D)
BassSlap bassBRR sampleDecay, Sustain, Release, Vibrato
Finger bassBRR sampleDecay, Sustain, Release, Vibrato
Synth bassBRR sampleDecay, Sustain, Release, Vibrato
PizzicatoBRR sampleDecay, Release, Vibrato, Octave
KeysStringsBRR sampleAttack, Release, Vibrato, Sustain
ChoirBRR sampleAttack, Release, Vibrato, Sustain
PianoBRR sampleDecay, Release, Vibrato, Octave
E.PianoBRR sampleDecay, Release, Vibrato, Octave
LeadsFluteBRR sampleVibrato, Attack, Release, Decay
BrassBRR sampleVibrato, Attack, Release, Decay
OverdriveBRR sampleVibrato, Attack, Release, Decay
Square leadBRR sampleVibrato, Attack, Release, Decay
Its ownOrch hitBRR sampleDecay, Octave, Release
HarpBRR sampleDecay, Release, Vibrato, Octave
MarimbaBRR sampleDecay, Release, Vibrato, Octave
Steel drumBRR sampleDecay, Release, Vibrato, Octave
Black keyStudioOrchestra
1KickConcert drum
2SnareSnare
3Low tomTimpani low
4Mid tomTimpani mid
5High tomTimpani high
6RimWoodblock
7ClapSnare roll
8Closed hatTriangle
9Open hatTriangle open
10CrashCymbals
11RideTambourine

FX page: Delay (the echo's: 16 to 240 ms), Feedback, Filter (the echo's 8-tap filter: flat, soft, dark, bright), Echo (how loud). The Track page's Echo is each track's share of it.

PlayStation (1994)

The SPU: samples in its ADPCM (28 samples in 16 bytes), at 44.1 kHz, the same Gaussian interpolation, its exponential envelope; and its reverb: reflections, combs and allpasses at 22 kHz, with presets after its kinds (CRT-4's own settings). The Jungle kit is one breakbeat cut in eleven slices, a slice a black key.

SoundMade ofKnobs (A, B, C, D)
BassReeseSPU sampleDecay, Sustain, Release, Vibrato
SubSPU sampleDecay, Sustain, Release, Vibrato
FretlessSPU sampleDecay, Sustain, Release, Vibrato
AcidSPU sampleDecay, Sustain, Release, Vibrato
KeysStringsSPU sampleAttack, Release, Vibrato, Sustain
ChoirSPU sampleAttack, Release, Vibrato, Sustain
Gothic organSPU sampleAttack, Release, Vibrato, Sustain
RhodesSPU sampleDecay, Release, Vibrato, Octave
LeadsSynth leadSPU sampleVibrato, Attack, Release, Decay
Dist. guitarSPU sampleVibrato, Attack, Release, Decay
BrassSPU sampleVibrato, Attack, Release, Decay
Pan fluteSPU sampleVibrato, Attack, Release, Decay
Its ownHarpsichordSPU sampleDecay, Release, Vibrato, Octave
Space padSPU sampleAttack, Release, Vibrato, Sustain
SitarSPU sampleDecay, Release, Vibrato, Octave
VoiceSPU sampleAttack, Release, Vibrato, Sustain
Black keyJungleStudio
1Slice 1Kick
2Slice 2Snare
3Slice 3Low tom
4Slice 4Mid tom
5Slice 5High tom
6Slice 6Rim
7Slice 7Clap
8Slice 8Closed hat
9Slice 9Open hat
10Slice 10Crash
11Slice 11Ride

FX page: Reverb (Room, Studio S, M and L, Hall, Half echo, Space echo, Chaos, Delay), Depth, Feedback, Tone. The Track page's Reverb is each track's share of it.

N64 (1996)

Its audio: samples in its ADPCM kind (16 samples in 9 bytes, each sample with its own predictors), mixed at 22 kHz (or 32), a cubic between samples, the audio library's straight-line envelopes; an octave over a sample's root at most. Its effects: a small and a big room, an echo, a chorus, a flange.

SoundMade ofKnobs (A, B, C, D)
BassSlap bassN64 ADPCM sampleDecay, Sustain, Release, Vibrato
TubaN64 ADPCM sampleDecay, Sustain, Release, Vibrato
UprightN64 ADPCM sampleDecay, Sustain, Release, Vibrato
Synth bassN64 ADPCM sampleDecay, Sustain, Release, Vibrato
KeysMarimbaN64 ADPCM sampleDecay, Release, Vibrato, Octave
AccordionN64 ADPCM sampleAttack, Release, Vibrato, Sustain
PianoN64 ADPCM sampleDecay, Release, Vibrato, Octave
ChoirN64 ADPCM sampleAttack, Release, Vibrato, Sustain
LeadsSynth brassN64 ADPCM sampleVibrato, Attack, Release, Decay
OcarinaN64 ADPCM sampleVibrato, Attack, Release, Decay
FiddleN64 ADPCM sampleVibrato, Attack, Release, Decay
WhistleN64 ADPCM sampleVibrato, Attack, Release, Decay
Its ownSteel drumN64 ADPCM sampleDecay, Release, Vibrato, Octave
KazooN64 ADPCM sampleVibrato, Attack, Release, Decay
BanjoN64 ADPCM sampleDecay, Release, Vibrato, Octave
Music boxN64 ADPCM sampleDecay, Release, Vibrato, Octave
Black keyPopTribal
1KickSurdo
2SnareLow conga
3Low tomConga
4Mid tomConga slap
5High tomBongo
6RimLog drum
7ClapClaves
8Closed hatShaker
9Open hatTambourine
10CrashAgogo
11AgogoWhistle

FX page: Effect (Room, Big room, Echo, Chorus, Flange), Amount, Feedback, Rate (22 or 32 kHz: the mix's rate, its top end with it). The Track page's Effect is each track's share of it.

About the samples: none are recordings. Every sample (the drums, the strings, the voices, the breakbeat) is made by a program in the CRT-4 source (tools/bank), by modelling the instrument, then put in the console's own format at its own rate, so the format's artifacts are the console's.


14MIDI

MIDI comes in over USB and the TRS jack, and goes out over USB.


15Saving

CRT-4 keeps everything in the FM-1's memory: the console in use, the setup, and each console's song (its patterns, chains, chords, every track's sound and knobs, the kits).


16Troubleshooting

Update mode: hold OCT− and OCT+ together for five seconds. A countdown appears; let go before it ends to cancel.

Calibration: if a button or knob does the wrong thing, hold OCT− and OCT+ while you switch the FM-1 on. The screen then asks you to press each button and turn each knob in turn.

Clicks or dropouts: the most CRT-4 can be asked for is three tracks of four-note chords with every drum on every step, on the Genesis (four operators a note). If the FM-1 ever runs short, CRT-4 plays fewer notes at once on a track (three, then two) until it has time again. The Setup page shows the load.

After a crash: CRT-4 shows a red CRASH screen and restarts by itself a few seconds later. The next start shows RESTARTED AFTER A CRASH and an address (PC ...) for a moment. If you report the problem, include that address and what you were doing.

Safe mode: if CRT-4 crashes twice in a row while starting, it starts in SAFE MODE instead. There's no sound, but USB works, so the web installer can reach it: reinstall CRT-4, or put the stock firmware back from the same page. Press PLAY to try starting CRT-4 normally again. If even safe mode fails twice, the FM-1 drops into the chip's own update mode, and only the rescue below can reach it.

Recovering an FM-1 that won't start

An FM-1 in the chip's own update mode shows a blank screen, and neither the web installer nor M-VAVE's updater can see it. A script in the CRT-4 source puts M-VAVE's firmware back, on a Mac, with the USB cable you already have. In Terminal, from the CRT-4 folder:

bash tools/fm1_rescue.sh
  1. If a window asks to install the command line developer tools, click Install. When it has finished, run the line again.
  2. If it asks for a password, type your Mac password (nothing shows as you type) and press Return.
  3. When it says it's waiting, plug the FM-1 in and switch it on. The script catches it, checks the chip, saves a backup of the FM-1's memory in the fm1-rescue folder in your home folder, and asks before it writes anything.
  4. Type yes and press Return. Don't unplug anything until it says it's restarting the FM-1. The FM-1 then starts into its original firmware, and you can install CRT-4 again from there.

The script downloads M-VAVE's FM-1 V15 firmware and JieLi's flash loader, and checks both against known fingerprints. It writes only the firmware area of the memory, never the bootloader or the FM-1's own settings, and checks everything it writes. Running it again is always safe. If the FM-1 never shows up at all, Felucca's FM-1-transporter (a small RP2040 board wired to the USB lines) can still reach it.


17Credits

CRT-4 is free software under the GNU General Public License, version 3. If you share the firmware, you must also share its source code.

M-VAVE and FM-1 are trademarks of their owners, as are the names of the consoles, computers and chips above (Atari, Commodore, Nintendo, NES, Famicom, Game Boy, SNES, Super Famicom, N64, NEC, PC Engine, TurboGrafx, Hudson, Sega, Genesis, Mega Drive, Sony, PlayStation, Yamaha, Konami, Namco, Sunsoft, OKI). CRT-4 is not connected with any of them, nor with Hügelton Instruments; their names are used only to say what each sound is modelled on.