Heaven/TQA Posted January 15, 2008 Author Share Posted January 15, 2008 VIC 20 has 3 channels all in different octave. there are no options regarding sound just volume. Can someone please help me in transfering or adapting the VIC-sound values into Pokey? I would patch the STA SOUND0-Channel into JSR patch_sound and would return to the game after doing the POKEY conversion instead of scanning the VIC sound channels. Same thing I have done for the joystick routine. it's unbelievable how large the joystick routine of MetaLLamas is compared to a simple LDA STICK0... but ok... VIC-20 was developed several years ago as OEM video game chip but noone wanted to have one by MOS/CBM so decided to make a computer... Quote Link to comment Share on other sites More sharing options...
Rybags Posted January 16, 2008 Share Posted January 16, 2008 How many unique sounds does the game have? Might be easier to just do your own sound engine - obviously with improvements. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 16, 2008 Author Share Posted January 16, 2008 - increase level in start screen - entering level message - fire (done with 2 channels on VIC) - shot hits enemy - enemy hits player Quote Link to comment Share on other sites More sharing options...
miker Posted January 16, 2008 Share Posted January 16, 2008 Well - i have little something here... sfx.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 16, 2008 Author Share Posted January 16, 2008 Miker... not bad... now i will try to implement them... are they played back like the sfx example in the RMT archive? (the same that i use in Beyond Evil) Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 16, 2008 Author Share Posted January 16, 2008 btw. should we stay as true as possible to the original or should we enhance little bit the gfx? f.e. with DLIs or music soundtrack? the c64 version is little bit enhanced... Quote Link to comment Share on other sites More sharing options...
patjomki Posted January 16, 2008 Share Posted January 16, 2008 btw. should we stay as true as possible to the original or should we enhance little bit the gfx? f.e. with DLIs or music soundtrack? the c64 version is little bit enhanced... Simple answer: Do both! One version as original as can be and another version that is enhanced. Regards, patjomki Quote Link to comment Share on other sites More sharing options...
miker Posted January 16, 2008 Share Posted January 16, 2008 are they played back like the sfx example in the RMT archive? (the same that i use in Beyond Evil) Yes, exactly - all except death "crash". I've made them very fast just before leaving my home (i was late in work, but no problems with it, hopefully). Regarding ingame music - i may try to do something but i'm now busy with another project. But maybe someone else will try to make some 3-channel ingame music. Or just leave the FX, just make them play on separate voices to avoid "cutting" the sound. Do as you want Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 (edited) ehm... can someone help me regarding Miker's soundfx rmt file? i am using the RMT-framework sfx.a65 in the archive... i exported Miker's RMT from RMT 1.26 with $4000 and the sound fx enabled in the export dialog. then I copied the feature headerfile into the rmt_feat.a65 and assembled the example but it does not work... anybody here who can help? FEAT_SFX equ 1 FEAT_INSTRSPEED equ 1 FEAT_CONSTANTSPEED equ 0 ;(1 times) FEAT_COMMAND1 equ 0 ;(0 times) FEAT_COMMAND2 equ 0 ;(0 times) FEAT_COMMAND3 equ 0 ;(0 times) FEAT_COMMAND4 equ 0 ;(0 times) FEAT_COMMAND5 equ 1 ;(1 times) FEAT_COMMAND6 equ 1 ;(2 times) FEAT_COMMAND7SETNOTE equ 0 ;(0 times) FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times) FEAT_PORTAMENTO equ 0 ;(0 times) FEAT_FILTER equ 1 ;(9 times) FEAT_FILTERG0L equ 0 ;(0 times) FEAT_FILTERG1L equ 0 ;(0 times) FEAT_FILTERG0R equ 0 ;(0 times) FEAT_FILTERG1R equ 0 ;(0 times) FEAT_BASS16 equ 0 ;(0 times) FEAT_BASS16G1L equ 0 ;(0 times) FEAT_BASS16G3L equ 0 ;(0 times) FEAT_BASS16G1R equ 0 ;(0 times) FEAT_BASS16G3R equ 0 ;(0 times) FEAT_VOLUMEONLYG0L equ 0 ;(0 times) FEAT_VOLUMEONLYG2L equ 0 ;(0 times) FEAT_VOLUMEONLYG3L equ 0 ;(0 times) FEAT_VOLUMEONLYG0R equ 0 ;(0 times) FEAT_VOLUMEONLYG2R equ 0 ;(0 times) FEAT_VOLUMEONLYG3R equ 0 ;(0 times) FEAT_TABLETYPE equ 1 ;(1 times) FEAT_TABLEMODE equ 0 ;(0 times) FEAT_TABLEGO equ 0 ;(0 times) FEAT_AUDCTLMANUALSET equ 1 ;(1 times) FEAT_VOLUMEMIN equ 0 ;(0 times) FEAT_EFFECTVIBRATO equ 1 ;(2 times) FEAT_EFFECTFSHIFT equ 1 ;(5 times) ;* --------END-------- ; ; SFX ; example by raster/c.p.u., 2006 ; ; STEREOMODE equ 0 ;0 => compile RMTplayer for mono 4 tracks ; ;1 => compile RMTplayer for stereo 8 tracks ; ;2 => compile RMTplayer for 4 tracks stereo L1 R2 R3 L4 ; ;3 => compile RMTplayer for 4 tracks stereo L1 L2 R3 R4 ; ; icl "rmtplayr.a65" ;include RMT player routine ; ; opt h- ;RMT module is standard Atari binary file already ins "mets_sfx.rmt" ;include music RMT module opt h+ ; ; MODUL equ $4000 ;address of RMT module KEY equ $2fc ;keypressed code ; org $6000 start ; ldx #<text ldy #>text jsr $c642 ;print info text to screen ; lda #$ff ;initial value sta sfx_effect ; ldx #<MODUL ;low byte of RMT module to X reg ldy #>MODUL ;hi byte of RMT module to Y reg lda #0 ;starting song line 0-255 to A reg jsr RASTERMUSICTRACKER ;Init ; ldy #<vbi ldx #>vbi lda #$07 jsr $e45c ;Start VBI routine ; ; loop lda #255 sta KEY ;no key pressed ; waitkey lda KEY ;keycode cmp #255 beq waitkey ;no key pressed ; and #63 tay lda (121),y ;keycode -> ascii ; cmp #'1' ; < key '1' ? bcc loop cmp #'9' ; >= key '9' ? bcs loop and #$0f ;A=1..8 ; lda #3 sta sfx_effect ;VBI routine is watching this variable ; jmp loop ; ; ; vbi ; lda sfx_effect bmi lab2 asl @ ; * 2 tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126) ldx #1 ;X = 3 channel (0..3 or 0..7 for stereo module) lda #12 ;A = 12 note (0..60) jsr RASTERMUSICTRACKER+15;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!) ; lda #$ff sta sfx_effect ;reinit value ; lab2 jsr RASTERMUSICTRACKER+3;1 play ; jmp $e462 ;end vbi ; ; ; sfx_effect dta 0 ;sfx number variable ; text dta c'Press 1-8 for some SFX',$9b ; ; ; run start ;run addr ; ;that's all... :-) Edited January 19, 2008 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 ps. when i compare Miker's RMT file to the supplied SFX.RMT in the 1.26 then could it be that miker has the start-game jingle made like a song with 4 channels and so the RMT player is playing that (but interesting i can not hear that anyway...) and so all 4 channels are used? in the example RMT song line 0 is complete empty...there are no lines at all... Quote Link to comment Share on other sites More sharing options...
miker Posted January 19, 2008 Share Posted January 19, 2008 Heaven - look at the instrument names - they're corresponding with the task they are made for. The "song" at 00 position is just that "dead crash" mentioned above. And it has to be played as "song" as it was done on 4 channels for better effect. Is that (more) clear? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 Miker... that's clear... but the assembler source won't play your fx... Quote Link to comment Share on other sites More sharing options...
miker Posted January 19, 2008 Share Posted January 19, 2008 Ok, i don't know if player above can play FX only (without music playing at the same time). I've included corrected version with "blank" music (subsong #2 at line $02). And try to play FX on channel #0 or #1 and check if/how it works. sfxc.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 its interesting... RAM shows no music data... so there is some source code bug...maybe somewhere a typo... or RMT export issue... btw. Just listenting to your flower mania title track found in your RMT folder... what a great song!!! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 (edited) its definitly some assembler issue... MADS won't compile the SFX.A65 correct and in my source which is 100% the same it does not load the RMT module to $4000... why the hell... ok....issue fixed... first lesson... save the source there where you think it will be when assembled (text saved the file to other folder than the one which i assembled all the time...tss...) second lesson... changed following in the source MODUL equ $4000 org $4000 ins 'mets_sfx.rmt',6 ;include music RMT module the OPT H- and OPT H+ are XASM specific and seems to be included in MADS separatly... now i have the sounds... Edited January 19, 2008 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 19, 2008 Author Share Posted January 19, 2008 anybody any idea why RMT plays the instruments differently than the atari code? does the sound_fx player not support all type of instruments like the one with the c64 synth? mets_sfx.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 20, 2008 Author Share Posted January 20, 2008 (edited) nearly there... i would say 99% finished. - flashy colour bonus in place - text mode fixed (cbm font included for "original feeling") small issues: - raster bar fx - boundary bar flashing when hit by shot - sound fx (implement Miker's sounds) - decision overscan yes or not or patch gameplay/text to 20 chars screen. mets.zip Edited January 20, 2008 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 20, 2008 Author Share Posted January 20, 2008 here is a small overscan test... can you please have a look on ntsc and pal real maschines with TV sets? i can double check that only by tomorrow night... mets.zip Quote Link to comment Share on other sites More sharing options...
happymonster Posted January 20, 2008 Share Posted January 20, 2008 It might sound a little strange, but what about reserving one colour and then using that with a DLI to change the colour every scan line to get nice rainbow effects (possibly with the colours changing each frame too). This special colour could then be used for the laser, explosions and other bits and would add a nice funky colourful look. Quote Link to comment Share on other sites More sharing options...
Rybags Posted January 20, 2008 Share Posted January 20, 2008 I feel that overscan wouldn't be "TV friendly" in a lot of cases. How about hard-scrolling via LMS? Show 20 characters of 22 - scroll 1 character left or right when the X-position of the player gets to within 5 or 6 characters of the edge of screen. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 20, 2008 Author Share Posted January 20, 2008 Rybags...exactly one of my options... maybe with soft-scroll... must be all VBL friendly as i have a "VIC"-framework running in the VBL...so the VBL could watch the x-position of the player and do the job... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 20, 2008 Author Share Posted January 20, 2008 just got this email... "hehe, that looks cool, nice idea to get the original Vic code going on the 800, looking nice so far . And of course I'd be happy for you to make it available once you've finished ." so...fullspeed ahead... guess who wrote that... Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 20, 2008 Share Posted January 20, 2008 just got this email... "hehe, that looks cool, nice idea to get the original Vic code going on the 800, looking nice so far . And of course I'd be happy for you to make it available once you've finished ." so...fullspeed ahead... guess who wrote that... That's neat huh! I guess Jeff is still an A8 fan Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 21, 2008 Author Share Posted January 21, 2008 never thought that i got a reply of Jeff... cool. Quote Link to comment Share on other sites More sharing options...
TMR Posted January 21, 2008 Share Posted January 21, 2008 just got this email... "hehe, that looks cool, nice idea to get the original Vic code going on the 800, looking nice so far . And of course I'd be happy for you to make it available once you've finished ." so...fullspeed ahead... guess who wrote that... Ahem... i hope you mentioned that it wasn't entirely your idea to get the VIC code running on the A8? =-) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.