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bitcrust by Michele Caserta (Released)

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Comments

  • @anode_labs

    The scope of your wares is extremely ambitious and generous- with so many features it's bound to need some QA tweaking- we're glad you're here and you've been extremely responsive and informative which cannot be said for a number of devs, especially the big studios.

    :)

  • @anode_labs said:
    Which part of "SID style/inspired" is not clear? There's plenty of down-to-the-silicon accurate software emulations out there. Bitcrust is not that, it's a "let's consider the SID architecture as a creative starting point and go from there" kind of thing.

    Also, many don't seem to catch the difference between an indie dev, solo project and a full audio company with a licensing budget, a reverse-engineering team, and the legal appetite to ship something that sits very close to the original ROM. Those projects exist — mostly on desktop, mostly in the quiet corners of the C64-IP enforcement map. Which is also pretty much why there is no bit-accurate SID plugin on the iOS App Store today: the App Store doesn't have quiet corners.

    Bitcrust is explicitly not that. It's a clean-room DSP written from the public MOS 6581 register map and general DSP literature — the SID architecture (three osc per voice, ring mod, hard sync, PWM, the filter shape), minus the ROM, minus the legal risk. It won't nail the exact grit of a specific 1982 wafer, and that was never the goal. The SID is the blueprint, not the target.

    If someone wants the exact sound of a working C64, the options are running a real 6581/6582 chip in hardware, or a desktop emulator that can afford to live in the license gray zone. Bitcrust is neither — and honestly, I didn't set out to build either.

    If you stick around (and I hope you do) you'll over time get all sorts of comments, don't take it too personal. We're from all walks of life and some auto-translate their mother tongue what not, some are just misunderstandings (it does say SID style, not emulation).
    There are quite a few devs around on a regular basis and also a few that got tired of the comments and they don't come back.

    Personally I can only say if it was a pure game sound synth ala old console's, I wouldn't have got it as those blips never done more for me than got me annoyed (too old I guess).
    I wanted to try what could come out of this one and I'm not disappointed so far.

  • edited April 24

    @anode_labs said:
    Hi everyone — Mirko here, solo developer of bitcrust. Getting caught up
    on this thread today, thanks for the detailed testing.

    Short version: 1.0.2 is in Apple's review queue as of today. It
    fixes most of what's been reported here, and documents the rest.

    In 1.0.2 (submitted 2026-04-24, pending Apple review)

    • AUv3 dropdowns are dead → fixed. FX slot type, LFO shape, mod
      matrix sources/destinations, SETUP MIDI channel, theme selector —
      all now anchor where they should in AUv3 hosts. Verified in Loopy
      Pro end-to-end. Root cause was a JUCE display-list bug specific to
      the iPadOS AUv3 sandbox.

    • Save-preset / Randomize dialogs opening off-screen → fixed.

    • Preset browser rebuilt for iPad. User presets + favorites now
      sync between the Standalone app and the AUv3 plugin automatically
      (App Group shared container). Export via native iOS share sheet.
      Drag-drop import. Visible Delete button. Swipe-to-delete on user
      presets.

    Targeted for 1.0.3 (work starting now)

    • Audio cutting out when moving a VCO frequency via the on-screen
      keyboard (external MIDI controllers are unaffected)

    • Envelope release knob's upper range not producing the long tails
      the UI value suggests

    • Held-note parameter changes (volume / detune / spread / PW) not
      propagating until the note retriggers

    • Polyphony allocation — slow-release tails dropping, second notes
      not behaving polyphonically

    • Stuck notes

    • Documentation / UX pass on Osc Sync (the per-VCO Sync buttons need
      clearer master/slave telegraphy) and Ring Mod (which is
      architecturally tied to the triangle waveform on real SID chips —
      will be greyed out when incompatible, docs updated)

    • PW knob on the VoicePanel so it doesn't require a mod-matrix slot

    Public bug tracker

    I set up a public GitHub repo for bug reports and roadmap
    visibility: https://github.com/anode-audio/bitcrust

    The pinned "Known issues" post there is the live status doc — I
    update it as fixes land.

    Credit

    @Pxlhg, @Gavinski, @anickt, @drewinnit, @Samu, and everyone else who
    put bitcrust through its paces in the first 24 hours: the coverage
    you generated cut the debug surface down massively. Several of the
    DSP issues above were narrowed to specific repro paths from
    Gavinski's screen recordings alone — would have taken a week without
    them.

    On the "was this tested?" angle that came up in the thread: honest
    answer is the pre-release public beta had essentially zero
    engagement, so I went in with far less real-world coverage than I
    should have. Should have held release until the feedback surface was
    fuller. That's on me, and it's a lesson that sticks for the next
    Anode Labs release.

    Cheers,
    Mirko
    Anode Labs · anode-labs.com/bitcrust

    Thanks for all this btw, fast work even just to catalogue it all. I didn't see any mention of Osc Sync here, though I reported some issues with that. Does it sound the way it's supposed to? Is there a reason why it's not on the 1.0.3 list or was that just an oversight?

    Edit: OK looking at the Github, I see the following Re Osc Sync and Ring Mod:

    Osc Sync produces clicking rather than an audible sync tone.
    Verifying whether the DSP is actually broken, or whether our
    behaviour is hardware-faithful to the SID and just needs clearer
    docs and a couple of factory presets that use it audibly.

    Ring Mod only audibly works when the oscillator waveform is
    set to Triangle; on Saw / Pulse it's silent. The silence is
    hardware-faithful SID behaviour (ring mod routes through the
    triangle generator on the real chip) but the UI doesn't telegraph
    that — so the Ring Mod toggle will grey out when the waveform
    isn't Triangle in 1.0.3, and the manual will explain the
    constraint.

  • Thanks everyone for the feedback. You are all being very helpful so far. That's invaluable.

    I am aware of Internet forums dynamics and I believe and I hope I can still discern when to engage with useful feedback vs. when to drop the ball on toxic/hateful noise.

    I am tweaking the ring mod this very moment and I think it's coming out pretty nicely.

    Also, as I don't care about being 100% hw accurate, I want to make the ring mod work with all waveforms, make its params tweakable in the ui and of course be mod destinations.

    As usual, I'll keep you posted. See you later, modulators.

  • @anode_labs said:
    Thanks everyone for the feedback. You are all being very helpful so far. That's invaluable.

    I am aware of Internet forums dynamics and I believe and I hope I can still discern when to engage with useful feedback vs. when to drop the ball on toxic/hateful noise.

    I am tweaking the ring mod this very moment and I think it's coming out pretty nicely.

    Also, as I don't care about being 100% hw accurate, I want to make the ring mod work with all waveforms, make its params tweakable in the ui and of course be mod destinations.

    As usual, I'll keep you posted. See you later, modulators.

    Keep up the good work and thanks for your rapid and well thought out response! 😎✌🏼

  • Here's a preview of the ring modulator redesign.

  • edited April 24

    @Gavinski said:
    Someone wrote on the sales thread:

    "This sounds like nowhere near the SID"
    https://forum.loopypro.com/discussion/comment/1468003/#Comment_1468003

    Would anyone with more familiarity with the SID sound like to comment on this claim?

    That was me. Out of the presets I tried nothing sounds like C64 SID lead synths. Maybe I misunderstood the point of this synth. I'll give it a proper go then.

  • edited April 24

    ...deleted...

  • I'm handing out a bunch of promo codes. Anyone interested -> [email protected].

    Thanks

  • Email sent! Would love to check it out

  • Just want to thank you for making your app so affordable! I’m a lifelong chiptune fan and I’m having a blast with this.

  • @TRexAttack said:
    Just want to thank you for making your app so affordable! I’m a lifelong chiptune fan and I’m having a blast with this.

    This is the whole reason why I do this. Please keep me posted with stuff you're doing with bitcrust. I'd be delighted to see/hear it.

    Also, here is a demo I just published.

  • edited April 24

    @rototom said:

    @Gavinski said:
    Someone wrote on the sales thread:

    "This sounds like nowhere near the SID"
    https://forum.loopypro.com/discussion/comment/1468003/#Comment_1468003

    Would anyone with more familiarity with the SID sound like to comment on this claim?

    no ;)

    https://www.plogue.com/products/chipsynth-c64.html

    @anode_labs said:
    Which part of "SID style/inspired" is not clear? There's plenty of down-to-the-silicon accurate software emulations out there. Bitcrust is not that, it's a "let's consider the SID architecture as a creative starting point and go from there" kind of thing.

    Agreed. Maybe better to focus on what it does sound like, and weigh it against the dev's creative goals i.e. take this synth on its own terms, rather than judging it by what it isn't, esp at such a bargain price?

  • @anode_labs said:

    @TRexAttack said:
    Just want to thank you for making your app so affordable! I’m a lifelong chiptune fan and I’m having a blast with this.

    This is the whole reason why I do this. Please keep me posted with stuff you're doing with bitcrust. I'd be delighted to see/hear it.

    Also, here is a demo I just published.

    Love it! I'm in :)

  • @anode_labs congrats on surviving the new developer hazing!

  • @AnalogMatthew said:
    @anode_labs congrats on surviving the new developer hazing!

    LOL, bring it on! (Seriously... thanks)

  • edited April 24

    Tried again. Sorry to disappoint you, but I am not changing my mind. I don't understand how this is inspired by SID. You are allowing to choose between 6581 and 8580. I don't think neither of them sounds even close to original. On your info page you're saying in brackets "each a full SID chip". Come on. I am a big fan of SID music and also a POKEY chiptune artist. Your synth is completely not my style. Don't get me wrong - I would gladly pay 10x+ more for a great SID or especially POKEY emulation synth on IOs. I am not asking for the new discovered SID techniques. If your synth can get close to this then I can admit it is SID inspired. So far I can say that the waveforms and preset examples are from completely different category even called as saw, pulse and triangle. Fingers crossed for the future development, but as it is now it's definitely not for me. Honest congratulations on the release though.

  • All judgement, opinions and statements based on what my ears can hear and compare of course.

  • @anode_labs said:
    Which part of "SID style/inspired" is not clear? There's plenty of down-to-the-silicon accurate software emulations out there. Bitcrust is not that, it's a "let's consider the SID architecture as a creative starting point and go from there" kind of thing.

    So why does your website say

    Every quirk of the original silicon — the bit-crushing, the leaky integrators, the infamous filter resonance — is modelled deliberately, so what you hear is the real character of the chip, not an approximation.

    I’m also curious as to how much of this is vibe coded, because your website is definitely AI generated and so are some of your responses here.

  • the fleece over our eyes is getting dense.

  • edited April 25

    The GUI is often extremely sluggish in standalone and AUv3 in iOS 17.7.10 on an iPad Pro 2017. It can take 10 seconds to respond.

    Also in the AUv3, altering the filter cutoff has no effect on the sound.

  • @craftycurate said:
    The GUI is often extremely sluggish in standalone and AUv3 in iOS 17.7.10 on an iPad Pro 2017. It can take 10 seconds to respond.

    Also in the AUv3, altering the filter cutoff has no effect on the sound.

    I haven't had the sluggishness, but can confirm the filter is totally broken in the AUv3, yes

  • @craftycurate said:
    The GUI is often extremely sluggish in standalone and AUv3 in iOS 17.7.10 on an iPad Pro 2017. It can take 10 seconds to respond.

    That might be the case for an almost 10 y/o ipad, but as I hate planned obsolescence and I want the gui to feel snappy and responsive on most hw, there's a bunch of JUCE ui optimizations I have planned. They're in my to-do list.

    Also in the AUv3, altering the filter cutoff has no effect on the sound.

    This is clearly a bug that needs addressing. Also in my to-do list and shipping with the next release.

  • @anode_labs said:

    @craftycurate said:
    The GUI is often extremely sluggish in standalone and AUv3 in iOS 17.7.10 on an iPad Pro 2017. It can take 10 seconds to respond.

    That might be the case for an almost 10 y/o ipad, but as I hate planned obsolescence and I want the gui to feel snappy and responsive on most hw, there's a bunch of JUCE ui optimizations I have planned. They're in my to-do list.

    Great thanks. I should mention that none of my other 300+ apps have this issue. 10 year old iPad coping just fine 😊

  • edited April 25

    @anode_labs said:

    @craftycurate said:
    The GUI is often extremely sluggish in standalone and AUv3 in iOS 17.7.10 on an iPad Pro 2017. It can take 10 seconds to respond.

    That might be the case for an almost 10 y/o ipad, but as I hate planned obsolescence and I want the gui to feel snappy and responsive on most hw, there's a bunch of JUCE ui optimizations I have planned. They're in my to-do list.

    This hardware ages incredibly well and shows off flaws in your code, not the other way around. You are new here lol.

    2017/2018 apple hardware is very capable if you make something that functions well…don’t act like we’re asking for favors by asking you make a performant application for the majority of users instead of the bleeding edge.

  • @justaglove: I don't owe anyone a performance contract on a forum reply from an anonymous account. The optimisations are on my list, as I said. The hectoring isn't going to move them up it.

  • @anode_labs said:
    @justaglove: I don't owe anyone a performance contract on a forum reply from an anonymous account. The optimisations are on my list, as I said. The hectoring isn't going to move them up it.

    I don't care about your list lol. Nobody is asking for a contract, but we will tell you when your shit is lackluster and is acting irregular compared to what we expect. You tried to state it was because of old hardware, it's not, it's because of the shit you're serving.

  • edited April 25

    @justaglove said:

    @anode_labs said:
    @justaglove: I don't owe anyone a performance contract on a forum reply from an anonymous account. The optimisations are on my list, as I said. The hectoring isn't going to move them up it.

    I don't care about your list lol. Nobody is asking for a contract, but we will tell you when your shit is lackluster and is acting irregular compared to what we expect. You tried to state it was because of old hardware, it's not, it's because of the shit you're serving.

    The constant stream of mega buggy new releases has annoyed the hell out of me. But I don't think this is the right tone to strike, it's needlessly rude.

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