prepare for the ramblings of a lunatic
if it can be played back on hardware that we consider old enough to consider "chiptune" (zx, nes, snes, pc98, possibly n64?), whether because its emulated or something, its chiptune
if its made in a daw but adheres to limitations so closely it could be recreated on hardware near perfectly, its...psuedobit? idk what name to call this, blame beepbox mod users. i do think it can sorta fit under the umbrella...possibly.
stuff like s3xmodit - besides .mod itself - is probably a grey area for me given the amount of channels and sample quality you can get.
(i should probably mention that i have NO idea what s3xmodits are played on besides the "soundblaster/adlib" but idk what limits that has...)
limitations aren't real in "s3xmit", and limitations are kinda what makes chiptune chiptune
without that, you kinda are just...composing....in a weird daw
and you'll probably be using an external daw for the samples...that will be of the same quality in your tracker format. that you can have several of.
"oh but you can't use reverb and vsts and sf2s like chiptune" you can bake it into the sample.
i'll admit having to "bake" something inside a sample sounds like limitations but i'll elab on this below
i think the concept of limitations is what makes chiptune...well, chiptune now i think about it
and i guess to better word it i can only currently think of these things:
1) synthesis choices
how are we synthesising our sounds?
opn2 (like sgen), opm (like ym2151) and opz (ym2414) is fm, snes and mod and mariopaint is samples, nes and sms is uhh...psgs? probably?
its not like im boutta see someone pull synthesis with pulse waves...(looking at you, ssg-eg....though then again there are pitch limits prob so- come back here!)
2) size limitations
if there's like a file size limitations (eg, mod,snes aram...without bankswaps) its probably chiptune
im aware s3xmit probably has sample amount limits but we can't be deadass, that thing can hold like 200+ samples at really high quality, i am NOT putting that under the same coat as zx spectrum music we CAN'T be real if we do.
3) is there a specific chip/set of audio chips dedicated to making sound?
sn7 for sms, ym2203 and ym2610 for pc98, vrc6,s5b etc on nes - you get the idea
4)...does it sound chiptuney.
no, seriously. this is what i meant with s3xmodit. sure you have "limitations", but it doesn't sound like chiptune at ALL, and said limitations are SO lenient compared to things like snes, with aram's sample size and echo being in one 64kb file.
now for where i go insane (more)
say a program like....wavetracker. is stuff made in that chiptune?
possibly. you have wavetables like pcengine and virtual boy. you have limitations. blatant ones.
but you can also play samples. high quality ones.
but you also have channel limitations.
and you aren't really playing it on a "dedicated" chip
does fakebit (including botb's format and wildchip) count?
no - unless its stated that it is some form of chiptune like 2a03+s5b for example, if i start hearing high quality samples for an extended period and NO sawtooth or pulse wave in sight, we aren't chipping
there is no "making" a line with this shit
the limitations vary so much
thank you for coming to my ted talk