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New game port on the way - Gr......er


Heaven/TQA

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Never know, maybe they'll get you up for an interview.

 

Well, he's going to be interviewed by Retro Gamer...

 

So, has this magazine of theirs been covering our other advances in the scene, like VBXE, XLerator, and Interlaced graphics?

 

Some yes, but y'have to remember that a lot of the details for those projects are deeply buried in telephone directory-scaled threads and although Shaun and i both try to keep up (in my case it's purely the games, unless those new technologies are used in a game i can't cover them) we've both got a lot of ground to cover since we're picking up data from twenty or thirty different forums and as many news sites.

 

i've complained about it in the past, but the way that new releases are reported on the AA forums doesn't help generally; new games are announced, released and then become beta versions without warning, usually just after some poor sod has written a review!

Edited by TMR
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You'd need to change the code for the translation table lookup.

 

More like

 

LDX VICFREQ

BPL NOSOUND ; don't play sound

LDA TRANSTABLE-128,X

STA AUDF1

etc

 

I guess for the "No sound" condition on a voice, it would just be sufficient to store 00 in AUDC for that voice.

 

Rybags did you checked your table?

 

and what value for $d208?

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	;VIC20 sound channel to pokey tab
;channel 0
channel0	.byte 232,230,228,226,225,223,221,219,217,215
		.byte 214,212,210,208,206,204,203,201,199,197
		.byte 195,193,192,190,188,186,184,182,181,179
		.byte 177,175,173,171,170,168,166,164,162,160
		.byte 159,157,155,153,151,149,148,146,144,142
		.byte 140,138,137,135,133,131,129,127,126,124
		.byte 122,120,118,116,115,113,111,109,107,105
		.byte 104,102,100,98,96,94,93,91,89,87,85,83
		.byte 82,80,78,76,74,72,71,69,67,65,63,61,60
		.byte 58,56,54,52,50,49,47,45,43,41,39,38,36
		.byte 34,32,30,28,27,25,23,21,19,17,16,14,12
		.byte 10,8,6,5,3,1
channel1 	.byte 136,137,138,140,140,141,143,144,145,147,147
		.byte 149,150,152,153,155,155,157,159,160,162,164
		.byte 164,166,168,170,172,173,174,176,178,180,183
		.byte 185,186,188,190,193,195,197,199,201,204,207
		.byte 209,212,214,217,220,223,226,229,231,234,238
		.byte 241,245,249,251,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255,255,255,255,255
		.byte 255,255,255,255,255,255,255

hmmmm...

 

check the sound... not sure what I am doing wrong...

gridrunner.zip

Edited by Heaven/TQA
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All I'm getting is the laser shots from the guys patrolling X/Y. Seems like some other clicks too so it's as if some other sounds are trying to be played.

 

You're not clearing the VIC voices ~ $9000 are you, once the Atari values have been stored?

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All I'm getting is the laser shots from the guys patrolling X/Y. Seems like some other clicks too so it's as if some other sounds are trying to be played.

 

You're not clearing the VIC voices ~ $9000 are you, once the Atari values have been stored?

 

no... I am not clearing the VIC voices.. should I? I guess not necessary because Gridrunner should take care of it?

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No, don't clear the VIC shadows.

 

Maybe the Monitor or Trace can help? I don't really know any of the game code, and not familiar with the VIC version so don't really know what should happen and where so far as SFX goes.

 

But, you hear this kind of clicking, like you often get on software that doesn't initialize Pokey properly, so maybe some wrong values are being stored somehow.

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Just had a quick look at the package Heaven sent me.

 

Interrupting into Monitor, you have AUDC3 set to AF but AUDC4 to A0... if you're doing 16 bit sound, the higher voice should have volume enabled, lower voice should be silent.

 

Unsure too about the VBlank logic. Doesn't VIC use the high-bit of the Frequency to enable a voice? Maybe use that as the criteria as to whether you set AUDCx to 00 or A8. You usually get undesired effects if you leave AUDCx set to A8 and AUDFx to 00.

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TMR, just got subscription for my RG mags... ;) was yesterday in UK and bought the actual issue. Great mag, still... and your homebrew section is great, too... :)

 

[Curtsey] Ta very much, i try me best. =-)

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First column has the value you would store in Vic frequency registers, including the Noise generator.

 

Even columns have the actual resultant frequency that each Vic voice would play.

 

Each column to the right of them have the AUDFn value you need for Pokey to play the same note.

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