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Blogs

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  • Zero One
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  • Robert Hurst
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  • This Is Reality Control
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  • Animan's Blog Of Unusual Objectionalities
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  • Zach's Projects
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  • The 7800 blog
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  • The Occasional Coder
  • 4Ks' Blog
  • Joystick Lunatic Software on AtariAge
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  • Zsuttle's gaming adventures
  • The randomness that is Mr. 8-bit/16-bit.
  • junkmail's RDE&P Blog
  • Doctor Clu's Space Shows
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  • Lynxman's FlashCard Blog
  • TWO PRINTERS ONE ADAM
  • ubikuberalles' Blog
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  • Atari Jaguar Game Mascots
  • Worm Development Blog
  • The Wreckening
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  • Eight Bit's Blog
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  • The Atari Jaguar Game by Game Podcast
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  • Atarian Video Game Reviews
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  • The World is Flat?
  • Robert @ AtariAge
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  • Song I Wake Up To
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  • That's what she said.
  • My blog of stuff and things
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  • The (hopefully) weekly rant
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  • Goochman's Marketplace Blog
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  • Random Acts of Randomness
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  • Being Of The Importance Of Shallow Musing.
  • Justin Payne's Blog
  • Atari 2600JS
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  • ebot
  • Doctor Clu's Dissertations
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  • Sayton's Blog
  • GEOMETRY WARS ATARI 2600
  • BNE Jeff's Blog
  • For whom it may concern
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  • FireBlaze's Blog
  • ataridude81's Blog
  • Bri's House
  • Atarimuseum.nl
  • Wiesbaden Gaming Lab
  • Les Frères Baudrand's Blog
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  • SpiceWare's Blog
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  • TurkVanGogH GameZ's Blog
  • The Upward Spiral
  • raskar42
  • bow830's Blog
  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
  • Starosti 8bitového grafika
  • Bydo's Blog
  • MrRetroGamer's Blog
  • WWW.BUYATARI.TK
  • defender666's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
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  • Lynx 20 years
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  1. Hello to all , Impressed about nice production on Atari 2600 and 7800 range . My very first console , and keep it in heart . I have a request , my first playing game was Missile Command on 2600 , and I look for the original SFX , for make a portage to an another computer , for my pleasure and nostalgia. I am looking for the SFX in possible use format for me : .ASC ,.PT1, .PT2 , .PT3 (protracker range) , .STP, .SQT, .FTC , .PSM Only SFX for this game I found were only in MP3 .... thanks in advance for your returns and help !!! greetings
  2. Wow, after 5 years of being a member of this forum I finally managed to actually code an Atari thingy Made a little sound routine for the mighty TIA, which fixes the "detune problem". This is achieved by re-implementing the TIA waveforms in software, and controlling playback with 16-bit pitch accuracy. All AUDC waveforms except 2,3 and E are supported, playback rate is approx. 10 KHz. The player takes 100% CPU time so it isn't suitable for use in games or demos, unfortunately. If you've followed last year's Silly Venture VCS music competition, you will have heard the player in action on the entry named "Tunabit", which took 2nd place. Anyway, I'm now releasing the source code, as well as an XM converter that can be used to convert music composed with a specially crafted XM template. Disclaimer: I'm only a beginner-level 65xx coder so please tell me if you spot any bugs/possible optimizations/etc. github download (includes win32 converter + xm template) tunabit.bin
  3. Hello guys Looks like we need a header for the files FujiConvert generates. And maybe other sound files too. I'm not a programmer, but I've seen this idea brought up a couple of times without it getting past the stage of "we need a header". Let's take this to the next level and talk about what should be in the header and subsequently, how long it should be. And if there should be some kind of "hi folks, I'm a sound file header" identifier code in that header and what that identifier should look like. Let me start this off like this: We need to identify: - Mono, stereo, ... - Pokey, Covox, ... - Sample speed - ... Remember, we only need stuff in the header that is needed at the time the sound file is played, nothing else. Do we need something to tell the player routines to raise or lower the volume (because the volume at the time of sampling was too low or too high)? Sincerely Mathy
  4. After having played DigiBeatz, while looking at Stella's current implementation of the Kid Vid Voice Module, I wondered if something similar could be done today again. But instead of targeting a cassette player, modern devices would be used. Having instant random access would allow the 2600 to play high quality music and/or sounds which are completely synced to the game play. Implementing this in Stella would be quite easy (similar to what MAME does with its SFX samples), one would only need the sound files. But for the real thing some hardware would have to be developed. There I am running out of knowledge, but I suppose this wouldn't be too complicated or expensive. Does that sound feasible and interesting for homebrewers? Maybe something like this already exists?
  5. Another experiment with the music player. I imagine sounds like something that might play aftera game ends, maybe. Feel free to use it anywhere you want. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "It is over" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 4 Music G2Y , - Music S , - Music S , G2Y Music S , S Music G3 , S Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G2 , S Music S , S Music G2 , G2 Music S , S Music G3 , G2 Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G4 , S Music E4 , S Music D4 , G4 Music B3 , E4 Music A3# , D4 Music A3 , B3 Music G3 , - Music F3 , - Music E3 , - Music D3 , - Music A2# , - Music B2 , - Music G2 , - Music S , - Music G3 , - Music S , - Music B3 , - Music S , - Music G4 , - Music S , - Music Stop ​
  6. SuperBlitz with throttle control This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems. SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread: 10 Line Blitz is a new Atari game for the SuperCharger with many enhancements over 9 Line Blitz! ? Features: Algorithmic Music Composition - Changing musical scores and sound Fx, interactive and computer generated during gameplay. Ramping Difficulty - Game starts out easier to play than 9 line Blitz Optical Illusion - Optical illusion effect which vanishes as difficulty ramps! Advanced Play - BW switch Read hardware recommended and a classic Television, if using an emulator make sure to turn off phosphor effects and merge frames! BASIC just like you remember it back in the day! - This game was written in vintage BASIC using 10 lines of 120 characters or less: 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 then for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178:next j else goto3:data pl 0,224,127,231,252 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:COLUP1=99 3 if f<player0y/52 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0:rem Theme Music 4 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data P 192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=15:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 99,84,180,164,50,68,196,148,244,84,36,9:rem Do Rainbow 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem 10LINEBLITZ 9 if CXP0FB>126 or player0y=0 then CXCLR=0:g=0:for i=0 to255:AUDF0=i:AUDV0=i:COLUBK=$34:next else missile0y=missile0y+2 The BASIC compiler for the SuperCharger is available free on my site here Have Fun! EDIT New version: 10LINEBLITZ II Waves and Mission What's new? rem --- 10LINEBLITZ II - Waves and Missions rem --- Insignia on your Plane is revealed after you complete your Night Mission! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features rem --- Each Wave achieved keeps it's colors in Attract mode rem --- Unlimited continues to complete the Missions until powering off SuperBlitz Throttle Control: SUPERBLITZ.bin 10LINEBLITZII (code in post 7) 10LINEBLITZII.bin Original version of 10LINEBLITZ: 10LINEBLITZ.bin
  7. I've recently got my EPOCH TV Vader now, it's such a cool thing. It is in pretty bad shape, but I'm taking care of it. It does work on my German TV, but I hear no sound at all. Instead I get an almost clear signal of a radio station... Does anybody know how to fix this? I opened the thing up and there seems to be a part missing in the upper left corner, next to the Processor. I dont know what's missing -probably a capacitor? But if so, which one? If anybody has a TV Vader, can you help out and open it up to take a look... Could not find the guts of the TV vader anywhere on the net. Pictures will follow soon! mndn
  8. Another 7 years has passed so time to dig out the Lynx 2 again. I've just found this forum and am inspired to attempt to sort out an issue that it's had for a very long time. Many many years ago, I carelessly plugged the power cable into the headphone socket with power running through it. I realised as soon as it wouldn't turn on and put it in the correct port! Ever since, the speaker has sounded distorted and quieter than it once was. I always assumed I'd fried a capacitor or something but the sound through the headphones is fine. I'm wondering whether to try changing the speaker or if it's likely to be a waste of time? It's a shame because otherwise it is pristine with the large soft case, carry strap and sun shield. Thank you.
  9. Hi there, I have been using the Stella emulator for coding/playing a couple of demos on Atari 2600, and that's been great so far. Thanks for that ! However, when running the binary provided in attachment (I wrote a code to illustrate the lag) in Stella 6.3 (Stella 6.0.2 as well), I experience a lag between the picture and the sound (Rough estimate about 50-100 ms). When running the same binary on the real hardware I don't see/hear any lag. As I don't notice any lag when playing videos (on youtube) on my machine, I don't think my OS (Ubuntu 20.04) introduces it. It feels like it comes from the Stella emulator (Even though I selected "Ultra Quality, minimal lag", in the Audio Mode options). The source code of `main.bin` is there: https://github.com/FlorentFlament/stella-lag Just wondering if this has been noticed already ? Or is it my setup that is broken ? main.bin
  10. Hi, maybe an assembly expert can help me, I'm just taking my first steps in assembly language programming. I don't really understand the sound output. I have tried the example program "A CHIME" from the EA manual on page 321 and it works as it should. Then I changed the program to produce a BEEP. This also works as it should. However, if I include a keyboard query to repeat the BEEP with "REDO" and to exit the program with "ESCAPE", then my program only works for the first BEEP. I come back to the EA with "ESCAPE". However, with "REDO" no sound is played and the TI gets stuck. Even if I then reload and start the program in the EA, no sound is played. Only after a reset via the TI title screen the program is working again at the first run. What do I have to do so that the sound is also played on the second run?
  11. MAME 0.225 Whether it’s the Autumn harvest moon, or the ornamental plum blossoms are blowing in the Spring breeze, it’s time for something special: MAME 0.225 is out today! We’ve got some big updates that benefit everyone! First of all, MAME’s sound output system has been overhauled, with better sample rate conversion and mixing. This makes pretty much everything sound sweeter, but on top of that, the Votrax SC-01 speech synthesiser has been tuned up. Does anyone here speak Q*Bertese? SC-01 speech has been added to the Apple II Mockingboard card, too. While we’re talking about Apple II cards, Rhett Aultman has ported the CS8900A Crystal LAN Ethernet controller from VICE, allowing MAME to emulate the a2RetroSystems Uthernet card. Other across-the-board enhancements include more artwork system features (you’ll start to see this show up in external artwork soon), an option to reduce repeated warnings about imperfectly emulated features, and several internal improvements to make development simpler. Significant newly emulated system features include the Philips P2000T’s cassette drive from Erwin Jansen, the Acorn BBC Micro Hybrid Music 4000 Keyboard, internal boot ROM support for the WonderSwan hand-helds, and initial support for the NS32000 CPU. Newly emulated systems include several TV games from MSI based on arcade titles, a couple of Senario Double Dance Mania titles, Sun Mixing’s elusive Super Bubble Bobble, a location test version of Battle Garegga, a couple more versions of Jojo’s Bizarre Adventure, and three more Street Fighter II': Champion Edition bootlegs. Some of the immediately noticeable fixes this month include 15-bit graphics mode refinements for FM Towns from r09, gaps in zoomed sprites on Data East MLC and Seta 2 fixed by cam900, Galaga LED outputs lost during refactoring restored, and clickable artwork remaining clickable when rotated. As always, we can only fit a few highlights here, but you can read all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
  12. I just got my Model 1 VA6.x (not sure if it's 6.5 or 6.8) recapped with new capacitors from console5.com. Got them soldered by a local PC repair shop. But I'm pretty sure it's not suppose to sound like this. It's pretty loud and drowns out alot of detail in the music and the treble seems high and shrill sounding depending on the instrument playing. My original childhood VA7 however sounds great in comparison, with punchier bass and percussion. It's much more balanced sounding. And the VA7 is supposed to be the "stinker" model 1s. What's the deal? Is there another component on the board bad on the VA6.x? Something to do with the low or high pass filter? I pretty much don't know anything about electronics/circuitry. Any idea what the problem could be? Thanks!
  13. Hello, I've got an Atari 1040STE, I plugged in the left and right audio jacks the other day, and I'm not able to get audio from the Yamaha sound chip. I have removed the YM sound chip and placed it back in, no luck. I have recently been replacing the capacitors in my ST with Rubycon Aluminium caps of the same value, I can't see any errors in what I've done, negative and positive sides all match up. I've also replaced the PSU, but this has been running smoothly for a couple of weeks. Can anyone give any indication as to which capacitors could cause this issue, or any other help in fixing my ST? I've attached a video of the STE V1.9 test running from a diagnostic cart I purchased from Exxos. MOV_20200812_1840164.mp4
  14. The Audio Companion board is designed to be a simple way to add high quality sound to Atari consoles and computers lacking a sound output (predominantly the 2600, 5200, 7800, 400). It can also be used in any system as an audio mixer. For example, a stereo Pokey setup can be mixed to a mono output without affecting the separation of the 2 stereo channels. Two boards can be installed to provide multiple different outputs as well. The most common question is, "What makes this better than the audio modifications currently being done?" There are three main advantages: 1. The AC board installs very simply without cutting or removing anything on the board. The AC board gets its power from being soldered across a power decoupling capacitor and its high impedance inputs don't disturb the existing audio circuits. The board can be removed at any time without the need for any repairs. 2. The AC board uses an op-amp to provide a buffered line-level signal. This gives the output a consistent quality when driving various amplifiers and cables. Picking audio off without a buffer can give inconsistent results. 3. The AC board has 4 additive mixing inputs designed to preserve the system's intended audio functions. This means the AC will play 7800 games with cartridge audio intact. The AC will provide the 400 with audio that includes the cassette audio track. Other sources can be mixed in as well if desired. Installation is simple. Find a power supply decoupling capacitor near the audio circuits or power supply input (these caps will usually be 0.1µF and may be marked '104' to denote this value). Determine which side has 5V with a multimeter and solder the board across the cap observing the polarity markings. Run wires from the AC inputs (A-D) to the appropriate signal points for your system and another wire from the output to your audio jack. Then run a ground wire back to the AC board ground pad or a nearby ground point on the system board. There are 4 inputs on the Audio Companion. Using the correct input is important for proper level matching (input iD is marked on the board for reference). A - Input for Pokey or TIA audio. B - Second input for Pokey or TIA audio. C - 7800 cartridge audio input. D - 400 SIO audio input. There is one audio out pad (marked out) that can drive one or two audio jacks. On the back of the board is a gain pad that can be cut to provide a 3dB output boost if desired. Here are pictures of the board and schematic:
  15. Hy there. I got my very first Jaguar today. Hooked it up and it seem to work fine. Can't test much because I currently have no controller. Now comes the strange part. The start up screen has sound but is missing the growl when the Logo comes up. The music in the startup plays fine tough. Cybermorph starts up with sound effects but no music an no voice samples. What could be my problem? I am aware that the game could have mutet the sound by the previous owner but the partial missing sound seems fishy!
  16. Hi All, Seriously, I have no idea what is happening here. I am working on a TURBO BASIC program that will let the user exercise their (relative) ear. It is planned to test intervals melodic and harmonic and probably a few other things. To come as close as possible to the wanted frequency (I have really a sensitive and precise ear) I use 16-bit pokey registers in stead of 8bit. Downside is that I only can play 2 tones together, but ok... Perhaps I might decide later to go to the 8bit 4# voice capabilities of pokey. Earlier today I found that DSOUND 0,4020,10,10 would produce a perfect 220Hz A and and DSOUND 0,2008,10,10 would produce a perfect 440Hz A. I was very happy with the results, I saved my program to disk and that was that. Now I fired up the Atari with Turbo Basic and I was playing again with the DSOUND command and I was not as satisfied as I was earlier today. I was like: hmm it is not right. So I started playing again with it and I found different values. After checking: DSOUND 0,4028,10,10 gives the perfect 220Hz A DSOUND 0,2017,10,10 gives the perfect 440Hz A DSOUND 0,1001,10,10 gives the perfect 880Hz A Ok it is not really a big difference, but still, I was not as close as I would have thought. So my 2 questions are: How stable is this anyway? Can I assume that pokey in 16bit modus produces a steady frequency or does it fluctuate (when colder/warmer) or is it a different part on the PCB that might have influence on the frequency? (Like the audio-out circuit)? I am using the speaker of my television set, so it is not directly what comes out of pokey. In the Turbo Basic Manual by Wil Braakman I read a formula: "de berekende frequentie in HERZ nu 1789790 / (2*freq+14) bedraagt. De frequentie bedraagt dan 16 bit (0 . . . . 65535)" (Braakman, 1988, p. 3-36). This means that the 16bit pokey value for 440Hz would be: 1789790 / (2*440+14) is approx. 2002 which is closer to my earlier find of 2008, and than my newer find of 2017. It seems that either this formula is wrong, or my ears/tuner-app. My personal findings using ear and tuner-app come way more close to 220Hz, 440Hz and 880hz than this formula. Is there a better formula somewhere? Or is there something else wrong? Or do I ask too much of a formula anyway? I am really interested in this stuff, I hope someone can help. Marius -- Braakman, W. (1988). TURBO BASIC XL 1.5 MANUAL. 's-Hertogenbosch, Netherlands: Stichting Atari Gebruikers.
  17. Since yesterday I suddenly have a very weird issue where all versions of Stella (except 6.0) are becoming mostly completely silent. E.g. in E.T you cannot hear the title music, but some cracking sound when the ship is landing. After some research, it turns out that there seems to be a Stella incompatibility with SDL2 2.0.6 and newer on Windows (10). Reverting to SDL2 2.0.5 (or older) fixes the problem. Now we wonder why this issue did not occur earlier to me and why no one else has reported it. Has anyone ever experienced the same issue?
  18. Hi, just started working with the lynx and I am going through the tutorials at https://atarilynxdeveloper.wordpress.com/(LX.NET I believe) . Awesome set of tutorials, I already have a spaceship with some stars zooming past on the screen. Plus plenty of head scratching on how I can get my program to work on my flash card, another thread for another day maybe. I am trying to work out various pieces of a small "game" and I am currently stuck at sound. I noticed in the lynx.h header file that there are functions available for sound support, but I haven't been able to find much about them other than they exist. I was wondering if anyone would be willing to point me to an example (did a quick search on the forum and didn't spot anything myself...), or maybe build an example for me. Here is my process so far. I used Chipper 2.0 to make a quick tune and exported it with the /For BLL Driver>Export CC65 "remake"> option (I realize this may be my problem because it is under the "for BLL Driver category" and that the resulting .asm file is not formatted to work with cc65 library out of the box. Would like to verify this.) I then modify the labels int he .asm file for the name of the file, adding underscores to make them accessible to me in my C code. (Another clue that I am doing this completely wrong. You can tell I am new at this right? ). I then assemble the .asm file with ca665 and link it with the rest of my object files. In my C code I initialize the sound with lynx_snd_init(); I attempt to play the sound with lynx_snd_play ( Channel0 , &music); I included some defines at the top of my C file for the channels (Again, this doesn't feel like the appropriate way of doing this). I got these defines from another thread #define Channel0 (char *)0xfd20 #define Channel1 (char *)0xfd28 #define Channel2 (char *)0xfd30 #define Channel3 (char *)0xfd38 I included my source files. I am currently working in Linux environment. Thanks again for any help you can give a fledgling Lynx developer. 2-14-16_AA_sound_help.zip
  19. I have spent a little time looking through some ATARI Assembly Language books for sound routines that I might find useful. I found several examples in ATARI Assembly Language Programmer's Guide by Allan Moose and Marian Lorenz. Chapter 5, appropriately titled "Sound", has 3 programs that I wanted to hear. BOX 31 - Envelope, BOX 32 - Tremolo, and BOX 33 - Vibrato. These are BASIC examples using USR routines. The ml programs were listed in BOX31A, BOX32A, and BOX33A. The first program was typed in and I got that "What the #@%!?" feeling when I typed RUN. It didn't work. As I was checking for my typos that feeling was slowly replaced with a DajaVue. I was back to "What the #@%!?" when I couldn't find a typo. I started feeling nostalgic about half way through trying to follow the ML logic and determining if it matched the DATA statements. Euphoria washed away several hours of frustration as I listened to the sound with an envelope. Now I realized, it is the search for euphoria that is drawing me back to my Atari age of computing. Spoiler Alert- If you too are looking for your euphoria then avoid downloading this ATR. It contains a working version of the BASIC programs with slight modifications and the USR routine source code in MAC/65 format. SOUND Box 31-33a.atr
  20. I've recently become fascinated, again, with early software synthesis. For example, take Eugene Jarvis' sound engine in Robotron and Defender: I love that it ran on such a limited processor. But the thing that really gets me as a synth geek is the parameter space-- the fact that you can do so much with what I think he said was 8 parameters (in the Robotron GDC post-mortem). I see that he goes into a little more detail here: http://www.firepowerpinball.com/downloads/Eugene_Jarvis_Interview.pdf-- it's funny too because we always think of general-purpose-CPU softsynths as a late 90s phenomenon! Now, I see someone has done a commented Robotron disassembly, but I don't think they got to the sound system. I'd love to find more info about it, short of disassembling it myself. I also noticed that Konami's Time Pilot '84 produces a lot of similar tones. It supposedly uses one of those simple squarewave+noise PSGs, but it's driven by a reasonably fast CPU, which makes me wonder what's really going on there. Maybe it's manipulating the sound chip's registers really fast, or there's a bit-bang channel in addition to the sound chip. I think some of those dedicated PSGs had simple amplitude envelopes you could leverage, too..? Any other arcade games that use or are suspected of using a softsynth to generate their sounds besides these and the Namco games? Any tones that strike you as particularly neat? I might play with some primitive softsynth concepts tonight. I want to see if I can make one that barely branches, and also see what FM does with such low resolution grainy tables (for example, do you really need a LFSR if you've got FM feedback?).
  21. I've had a Model 1 "High Definition Graphics" VA6 Sega Genesis for a few months now and have been playing it on an almost daily basis, and it's worked great. Up until this past week that is when all of a sudden the music started cutting out for a second or two in games about 25% of the time when a sound effect is played at the same time as the music, and sound effects would often drag on for a second or so longer than they were supposed to and sound distorted. This has happened in every game I've played lately (I've tried half a dozen or so different games) but is rather random, sometimes I'll play a game and it'll sound fine and other times the music will cut out randomly and the sound effects will be drawn out and distorted. I've tried using a regular old mono composite cable for A/V output and I've tried patching the sound through the headphone jack on the front of the system for stereo sound instead, but the audio problems persist regardless of whether the sound is coming out of the mono composite jack on the back of the system or the headphone jack on the front. Does this sound like a capacitor issue that could be remedied by ordering a cap kit and replacing all the capacitors or could there be something else funky going on with my Sega Genesis?
  22. Has anyone created a sound effect library for use in our 7800 Basic projects?
  23. Hello there fellow console enthusiasts! My gamecube console is having a severe problem in loading up games properly and playing sound. All the sound, from the startup music to menu sounds, are all heavily distorted and buzzing. On top of that, most games are not being loaded. Metroid Prime 2 just stays dark after the red Nintendo logo. But Pokemon colosseum freezes with a green screen (more flickerish green) after I'm able to choose the frequency of my tv (either ends up with a frozen screen). I recorded the problem: https://drive.google.com/file/d/1lAGaKJ1O82hp23F2pSj9u5OZRPcgxaSm/view?usp=sharing Might anyone have an idea on how to fix this? Thanks! Jason Fyi: I formerly had problems with the lens but I adjusted the resistance of the laser so that it again could read discs.
  24. The AY-38912 Sound Tool allows you to manipulate the AY sound chip registers. Can be used to check functionality of the AY chip as well as create interesting drones and live sound effects. May also prove useful for homebrew programmers to check pitch etc values when programming sound effects. Download : http://www.binarystarsoftware.com/?page_id=460
  25. I am a bloody beginner with ASM, using WUDSN IDE and MADS to code a little demo. I have an obj-soundfile which was created with "The Soundmachine" from J. Piscol, but have no idea, how to include that in my project and play it back. There is a BASIC-Demo on the Soundmachine disk, but that doesn´t help me due to my limited knowledge. Can´t find any documentation. Any help appreciated.
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