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Laura


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The mix of "Robbo" game, "Boulder Dash" and some new ideas from Larek in game "Laura", just developed:

 

http://www.arsoft.netstrefa.pl/projektlaura.htm

Music for test purposes only.

That intro music is really cool.

 

Music from "Wings of Death" on ST/STE, by Jochan Hippel, converted for Pokey by Miker.

 

http://home.wtal.de/gmb/Hippel/hippelm.htm

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Miker's conversion does sound good. No question.

But don't forget that it uses double VBI... speed. No problem for me, but at the current state of available software, you won't get a double speed RMT working together with a good G2F picture.

 

Does G2F really take that much CPU? I doubt there isn't time left to call RMT twice, although "where" it's called during the frame may be an issue (after messing with SID emulation I know that even a couple ms difference of when sound registers are changed CAN make a noticeable difference in the sound that's produced, I'd presume POKEY is the same).

 

 

Pete

Edited by PeteD
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If G2F is doing changes other than just one per 8 scanlines then I'd imagine it uses 100% CPU for that portion of the screen.

 

With RMT, there is another way... with a hacked version you could just make a FIFO queue with the 9 audio register values that need to be stuffed, and store them at a later time.

 

So, e.g. run the RMT sub twice at the bottom of screen, then do the register stores timed 1/100th of a second apart, the register store part is so trivial it could fit inside a DLI that was doing other stuff.

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I suppose it depends how much time is left outside the 100% section if you could fit in a call on scanline 0 then another after the screen, maybe push the screen down a bit, or like you say twice at the bottom and a register push somewhere else.

 

 

Pete

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