retroillucid Posted June 3, 2014 Share Posted June 3, 2014 we will soon have a simple solution for Colecovision music/sfx Check this out!!! For infos will be posted by the author very soon Meanwhile, enjoy!! Songs are started with the joystick or fire button, sound effects with the number keys. There is a feedback line at the top to demonstrate you can keep track of the music, too. High priority sound effects will interrupt low priority sound effects, but not the other way around (they are pretty short, so it’s hard to hear this ). They also properly restore the playing music when they end. playerdemo.zip 4 Quote Link to comment Share on other sites More sharing options...
digress Posted June 3, 2014 Share Posted June 3, 2014 Yes please, any help would be great. It's pretty difficult to develop music for. I may delay releasing my project if I find this could help improve the sound. Thanks 2 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted June 4, 2014 Share Posted June 4, 2014 (edited) Newcoleco put out a program called, cvnotes.exe. It has rows of button with the musical notes. It has box that provide the bytes for that note. I really need to try and find that thread on this program. This is what I use to sequence music and sound effects. Found it: http://atariage.com/forums/topic/139854-cv-notes-tool-to-somehow-help-coding-notes/ Edited June 4, 2014 by Kiwi Quote Link to comment Share on other sites More sharing options...
retroillucid Posted June 4, 2014 Author Share Posted June 4, 2014 we will soon have a simple solution for Colecovision music/sfx Check this out!!! For infos will be posted by the author very soon Meanwhile, enjoy!! Songs are started with the joystick or fire button, sound effects with the number keys. There is a feedback line at the top to demonstrate you can keep track of the music, too. High priority sound effects will interrupt low priority sound effects, but not the other way around (they are pretty short, so it’s hard to hear this ). They also properly restore the playing music when they end. More infos here http://atariage.com/forums/topic/226125-vgm-compression-tool/?do=findComment&comment=3004056 Quote Link to comment Share on other sites More sharing options...
digress Posted June 4, 2014 Share Posted June 4, 2014 Thanks, I've been using that. It's a great help. Still it would be ideal to have a visual composer like video tunes. Which I actually tried using but it doesn't support for full range of available notes that are really available and I would need to figure out a way to out put to a usuable code. Newcoleco put out a program called, cvnotes.exe. It has rows of button with the musical notes. It has box that provide the bytes for that note. I really need to try and find that thread on this program. This is what I use to sequence music and sound effects. Found it: http://atariage.com/forums/topic/139854-cv-notes-tool-to-somehow-help-coding-notes/ Quote Link to comment Share on other sites More sharing options...
Tony Cruise Posted June 8, 2014 Share Posted June 8, 2014 Thanks for this, I have grabbed the C source for the player and am converting it across to ASM, as this is what I am stuck on with my current projects as well. I just don't have the time to hand write sound and music for each game. And the BIOS sound routines do not work very well. 1 Quote Link to comment Share on other sites More sharing options...
Tursi Posted June 25, 2014 Share Posted June 25, 2014 (edited) Thanks, I've been using that. It's a great help. Still it would be ideal to have a visual composer like video tunes. Which I actually tried using but it doesn't support for full range of available notes that are really available and I would need to figure out a way to out put to a usuable code. I didn't know about this thread. Here is a rather nice tracker for the Master system that can export VGMs which will work with my toolchain: http://www.smspower.org/Music/Mod2PSG2 (and a sample video showing it running) Edited June 25, 2014 by Tursi 2 Quote Link to comment Share on other sites More sharing options...
hardhat Posted August 3, 2014 Share Posted August 3, 2014 I really like Mod2PSG2. I'm wondering about exporting in Coleco BIOS format. There are two basic choices: either convert the VGM to Coleco format or add an exporter. Is there a document somewhere that says what the VGM encoding means? Quote Link to comment Share on other sites More sharing options...
digress Posted August 3, 2014 Share Posted August 3, 2014 (edited) I really like Mod2PSG2. I'm wondering about exporting in Coleco BIOS format. There are two basic choices: either convert the VGM to Coleco format or add an exporter. Is there a document somewhere that says what the VGM encoding means? an export to coleco bios format that would a great option. Edited August 3, 2014 by digress Quote Link to comment Share on other sites More sharing options...
Tursi Posted August 4, 2014 Share Posted August 4, 2014 Glad I could help. If you don't want to use my playback routines, then you can find the VGM format here: http://www.smspower.org/Music/VGMFileFormat?from=Development.VGMFormat Quote Link to comment Share on other sites More sharing options...
digress Posted August 4, 2014 Share Posted August 4, 2014 (edited) the sound from your routines is awesome!. I tried for over a month though but I couldn't get it to play correctly inside my game though. Soon as I started to have user input. I hope to give it (your routines) another try on the next project. It may have been something in my code I can't easily track down. Glad I could help. If you don't want to use my playback routines, then you can find the VGM format here: http://www.smspower.org/Music/VGMFileFormat?from=Development.VGMFormat Edited August 4, 2014 by digress Quote Link to comment Share on other sites More sharing options...
Tursi Posted August 4, 2014 Share Posted August 4, 2014 More than likely.. it doesn't touch any hardware except for the sound chip. Did you maybe run out of RAM/stack? It's main weakness is the amount of CPU RAM it uses (120 bytes for music only or 220 for music and sound effects). You should be able to tell by examining the map file. Quote Link to comment Share on other sites More sharing options...
Tony Cruise Posted August 7, 2014 Share Posted August 7, 2014 Sorry I have not finished making an assembly version of the player code, but I have been unwell for 2-3 weeks (and am still unwell). Also has delayed all of the games I am working on at the moment, they are all making progress though. I will be optimising it for speed and Ram as much as possible, so hopefully it should perform better than the C version of the player. 1 Quote Link to comment Share on other sites More sharing options...
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