Tezz Posted June 27, 2009 Share Posted June 27, 2009 (edited) Well Shaun is an AA member and has talked about his articles in the recent past. I used to buy MicroMart regularly many years ago. Edited June 27, 2009 by Tezz Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 27, 2009 Author Share Posted June 27, 2009 did I made a mistake in announcing Metagallatic Llamas? I guess not? but anyway... good to read about it... Quote Link to comment Share on other sites More sharing options...
TMR Posted July 3, 2009 Share Posted July 3, 2009 (edited) 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 July 3, 2009 by TMR Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 4, 2009 Author Share Posted July 4, 2009 cool. sorry for lack of progress but workload/private stuff sucking too much free time but I am planning to return next week to Gridrunner. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 5, 2009 Author Share Posted July 5, 2009 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? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 5, 2009 Share Posted July 5, 2009 I think the table should be OK. Assumes 64 KHz mode (AUDCTL=00). If you needed some lower frequencies, I suppose just use 16 bit voice with 1.79 MHz... but then you'd need an extra translation table. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 5, 2009 Author Share Posted July 5, 2009 (edited) ;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 July 5, 2009 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 6, 2009 Share Posted July 6, 2009 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? Quote Link to comment Share on other sites More sharing options...
Godzilla Posted July 6, 2009 Share Posted July 6, 2009 just saw this, thank you, i LOVE gridrunner Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 6, 2009 Author Share Posted July 6, 2009 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? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 6, 2009 Share Posted July 6, 2009 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. Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 6, 2009 Share Posted July 6, 2009 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. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 6, 2009 Author Share Posted July 6, 2009 we can get away of the VBL scanning the vic registers simply by patching every STA $900x to JMP soundpatch... or JSR soundpatch should work... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 8, 2009 Author Share Posted July 8, 2009 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... Quote Link to comment Share on other sites More sharing options...
TMR Posted July 9, 2009 Share Posted July 9, 2009 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. =-) Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 9, 2009 Author Share Posted July 9, 2009 (edited) not perfect yet... but well... gridrunner.zip Edited July 9, 2009 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 9, 2009 Author Share Posted July 9, 2009 Rybags...sorry, still playing around with the sound issue... your table... are the freqs sorted in $900a-$900d order? and how would you handle $900d? how to setup pokey? Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 10, 2009 Share Posted July 10, 2009 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. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2009 Author Share Posted July 10, 2009 Rybags... how would I setup the noise on pokey? and the left 3 collums are for the $900a, next 3 for $900b etc? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2009 Author Share Posted July 10, 2009 btw. what do you think of the title screen? ;=) it's my new avatar pic. Quote Link to comment Share on other sites More sharing options...
Rybags Posted July 10, 2009 Share Posted July 10, 2009 That looks pretty cool. Is that an actual G2F pic? Can we have a look at it (as XEX) ? And, how's them sounds going? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2009 Author Share Posted July 10, 2009 it's WIP G2F... stay tuned... work on sound will be continued tonight. Quote Link to comment Share on other sites More sharing options...
spookt Posted July 10, 2009 Share Posted July 10, 2009 Cool picture I was playing the latest release last night and it's looking good! Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted July 10, 2009 Share Posted July 10, 2009 btw. what do you think of the title screen? ;=) it's my new avatar pic. Difficult to judge the tiny image, but looks nice. IMHO the font of the game name doesn't fit very well to the style of the font in the game... CU Irgendwer Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2009 Author Share Posted July 10, 2009 here is the potential title screen... Quote Link to comment Share on other sites More sharing options...
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