So,
why did we use entropy to vary the notes the song plays? Well, many
years ago, I had a children’s toy called ‘Hot Potato’. It
played ‘pop goes the weasel’, looping for a number of notes.
Actually, it only had a few distinct places it could stop, so you could cheat a little by paying careful attention, but that’s
besides the point. You tossed it around with your fellow children
until the music stopped, and then the person holding it was out of the
game. I figured it would be neat to replicate that function, so that we have a simple game made from the attiny10.
The
actual chiptune sounds a bit off, because I have the musical talent of a
stone (the stationary kind, not the precocious rolling variety). With patience
I’ll hammer it out later. I also don't have a piezo that works well at 3V handy. Overall it works pretty OK though. I'll try to add a recording to the project files, but expect to be able to do better yourself.
Known Bugs
There are occasional memory glitches, probably from a bit of naive addressing on my part. I’ve added support for a zero-length note so you can push notes to less problematic memory addresses, troubleshooting it in detail is beyond the scope of what I set out to learn here. Once in a while, adjusting the note duration or frequency seems to fix rare bugs, which is weird. It shouldn’t help at all. It does though, and such is life. I’m sure when I find the reason some day, it will be something really cool.
Discussions
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