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Colecovision Music and melody creator


parkfun101

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App Update:

Replaced numbered lines checkbox with Display Note checkbox. This places the note as a comment beside the note line. This seems much more useful than line numbers.

 

Added Combine Repeated Notes checkbox. This combines notes and time frames. For example, this code:

0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x82,0x2E,0x31,3,0x1c,0x11, //F#4

0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x80,0x01,0x30,3, //BLANK Note
0x80,0x01,0x30,3, //BLANK Note
0x82,0x1D,0x31,3,0x1c,0x11, //G-4

0x90

 

would change to:

0x82,0x2E,0x31,12,0x1c,0x11, //F#4
0x80,0x01,0x30,6, //BLANK Note
0x82,0x1D,0x31,3,0x1c,0x11, //G-4
0x90

 

NES and CV Sequencer v1.16 (08-10-2014)

 

Adding more than 64 notes would be a major change to the app so I need to figure out how I'm going to go about it. Thank you digress for your ideas. I think the Combined Repeated Notes option will really help keep code size down for future Colecovision games!!!

 

setup 08-10-2014.zip

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wow, the output code is half the size. dramatic when you see that example.

 

the actual note notation is nice. makes it easier to read.

 

 

App Update:

Replaced numbered lines checkbox with Display Note checkbox. This places the note as a comment beside the note line. This seems much more useful than line numbers.

 

Added Combine Repeated Notes checkbox. This combines notes and time frames. For example, this code:

0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x82,0x2E,0x31,3,0x1c,0x11, //F#4

0x82,0x2E,0x31,3,0x1c,0x11, //F#4
0x80,0x01,0x30,3, //BLANK Note
0x80,0x01,0x30,3, //BLANK Note
0x82,0x1D,0x31,3,0x1c,0x11, //G-4

0x90

 

would change to:

0x82,0x2E,0x31,12,0x1c,0x11, //F#4
0x80,0x01,0x30,6, //BLANK Note
0x82,0x1D,0x31,3,0x1c,0x11, //G-4
0x90

 

NES and CV Sequencer v1.16 (08-10-2014)

 

Adding more than 64 notes would be a major change to the app so I need to figure out how I'm going to go about it. Thank you digress for your ideas. I think the Combined Repeated Notes option will really help keep code size down for future Colecovision games!!!

 

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  • 4 months later...

I've made an update to the NES and Colecovision Sequencer. There are times when I need to be able to quickly convert ASM to C code or C code to ASM for musical notes.

 

Here is a screenshot of the new tab. You can paste any of your sound code on the left, click [Convert] and there you go.

post-19076-0-27903300-1418342842_thumb.png

 

Here is the updated program.

setup 12-11-2014.zip

 

I just noticed something a small bug, take this example:

.db 0x82,0x53,0x31,6,0x1c,0x11
.db 0x82,0x67,0x31,18,0x1c,0x11
.db 0x90

 

it will convert to C Code without the "," comma needed at the end of the line unless you put a space at the end of your ASM lines. So just put a space after each line (except for .db 0x90 in this example) and you should be good to go. I may fix this later if people really like this feature.

0x82,0x53,0x31,6,0x1c,0x11 //Needs the comma at the end of these 2 lines.
0x82,0x67,0x31,18,0x1c,0x11
0x90

Edited by parkfun101
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  • 2 weeks later...

I added another update for changing from Tone 1 (0x4?) to Tone 2 (0x8?). This will allow sounds to play at the same time. Example:

Tone 1:

0x40,0xE2,0x30,4, //B-4
0x40,0xF0,0x30,4, //A#4
0x40,0xFE,0x30,4, //A-4
0x90

 

Tone 2:

0x80,0xE2,0x30,4, //B-4
0x80,0xF0,0x30,4, //A#4
0x80,0xFE,0x30,4, //A-4
0x90

 

Here is the update: NES and CV Sequencer 12-20-2014 v1.20

setup 12-20-2014 v1.20.zip

 

* * * * ECHO SOUND TIP * * * *

I added this update to help with making echos. In case anyone wanted a way to create an easy echo sound using 2 channels, here is an easy example. Basically, just play 2 of the same sounds. On one of the sounds, add a blank note before the sound plays, and make sure the sounds are played on 2 different tones, like this:

C code example

//1st sound on Tone 1 (0x40)
0x40,0xE2,0x30,4, //B-4
0x40,0xF0,0x30,4, //A#4
0x40,0xFE,0x30,4, //A-4
0x90

 

//2nd sound on Tone 2 (0x80) with a BLANK note before the notes are played.

0x80,0x01,0x30,4, //BLANK Note
0x80,0xE2,0x30,4, //B-4
0x80,0xF0,0x30,4, //A#4
0x80,0xFE,0x30,4, //A-4
0x90


ASM code example
ch2:
.db 0x40,0xE2,0x30,4 ;B-4
.db 0x40,0xF0,0x30,4 ;A#4
.db 0x40,0xFE,0x30,4 ;A-4
.db 0x90

ch3:
.db 0x80,0x01,0x30,4 ;BLANK Note
.db 0x80,0xE2,0x30,4 ;B-4
.db 0x80,0xF0,0x30,4 ;A#4
.db 0x80,0xFE,0x30,4 ;A-4
.db 0x90

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great addition. will be very useful when outputting . I'll be needing to write some more coleco music after christmas

 

 

I added another update for changing from Tone 1 (0x4?) to Tone 2 (0x8?). This will allow sounds to play at the same time. Example:

Tone 1:

0x40,0xE2,0x30,4, //B-4
0x40,0xF0,0x30,4, //A#4
0x40,0xFE,0x30,4, //A-4
0x90

 

Tone 2:

0x80,0xE2,0x30,4, //B-4
0x80,0xF0,0x30,4, //A#4
0x80,0xFE,0x30,4, //A-4
0x90

 

Here is the update: NES and CV Sequencer 12-20-2014 v1.20

attachicon.gifsetup 12-20-2014 v1.20.zip

 

* * * * ECHO SOUND TIP * * * *

I added this update to help with making echos. In case anyone wanted a way to create an easy echo sound using 2 channels, here is an easy example. Basically, just play 2 of the same sounds. On one of the sounds, add a blank note before the sound plays, and make sure the sounds are played on 2 different tones, like this:

C code example

//1st sound on Tone 1 (0x40)
0x40,0xE2,0x30,4, //B-4
0x40,0xF0,0x30,4, //A#4
0x40,0xFE,0x30,4, //A-4
0x90

 

//2nd sound on Tone 2 (0x80) with a BLANK note before the notes are played.

0x80,0x01,0x30,4, //BLANK Note
0x80,0xE2,0x30,4, //B-4
0x80,0xF0,0x30,4, //A#4
0x80,0xFE,0x30,4, //A-4
0x90


ASM code example
ch2:
.db 0x40,0xE2,0x30,4 ;B-4
.db 0x40,0xF0,0x30,4 ;A#4
.db 0x40,0xFE,0x30,4 ;A-4
.db 0x90

ch3:
.db 0x80,0x01,0x30,4 ;BLANK Note
.db 0x80,0xE2,0x30,4 ;B-4
.db 0x80,0xF0,0x30,4 ;A#4
.db 0x80,0xFE,0x30,4 ;A-4
.db 0x90

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  • 3 weeks later...

NES and CV Sequencer v.1.22 - 01/12/2015 UPDATE: setup.zip

 

 

1) Minor Famitracker button bug fix (only used for moving notes to Famitracker)
2) Separated Combine Repeated Notes option into 2 options now
- Combine Repeated Notes - now ONLY combines regular notes, NOT BLANK notes
- Combine BLANK Notes - Combines BLANK notes only (I leave this one checked and the one above unchecked)
There are times when you want to play a few notes back to back as separate notes. This allows you to do so and then you can just choose to combine BLANK notes. You may think, why not just always combine BLANK notes? If you are comparing 2 channels of music code together, you may need the BLANK note spacing so you can easily compare channels according to time.
3) Convert tab - Now auto-detects if it is ASM or C code and changes the dropdown for you.
4) Convert tab - Now allows you to change from Tone 1 or Tone 2 input and output after the conversion.

5) Text Output and Convert tab - Text fields now auto select to make it easier to copy or paste.

 

CV Sequencer Tip - Changing from one tone to another for code that is not already in the sequencer (your own code)
Lets say you already have music code in your game that is using Tone 1 (starts with 0x4). You realize that your other music code you're playing isn't working because they are both on the same channel. Crap! Now you have to go through and do a replace on the first 0x4 for each note and replace it with 0x8. If you do it by hand you could use the replace function in Notepad, but if there is another 0x4? within the same note, it could accidentally get replaced, messing up your note. Forget all that now. Just do this:

 

A] Go to the Convert tab.

B] Paste your music code into From: textbox.

C] On the Right side of the NES and CV Sequencer, Click "Tone 2".

This will change your text you just pasted into Tone 2.

D] Copy the code from the FROM side and paste it back into your game.

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Cool, Just tried it out. is it possible to add an option for tone 3 as well &hc0 in a future version. I made a few pieces of 3 part music. I change it using notepad anyways so it's not essential.

 

I played tank challenge with my 7 year old daughter and she likes it very much by the way. Keep up the great work.

 

 

NES and CV Sequencer v.1.22 - 01/12/2015 UPDATE: attachicon.gifsetup.zip

 

 

1) Minor Famitracker button bug fix (only used for moving notes to Famitracker)
2) Separated Combine Repeated Notes option into 2 options now
- Combine Repeated Notes - now ONLY combines regular notes, NOT BLANK notes
- Combine BLANK Notes - Combines BLANK notes only (I leave this one checked and the one above unchecked)
There are times when you want to play a few notes back to back as separate notes. This allows you to do so and then you can just choose to combine BLANK notes. You may think, why not just always combine BLANK notes? If you are comparing 2 channels of music code together, you may need the BLANK note spacing so you can easily compare channels according to time.
3) Convert tab - Now auto-detects if it is ASM or C code and changes the dropdown for you.
4) Convert tab - Now allows you to change from Tone 1 or Tone 2 input and output after the conversion.

5) Text Output and Convert tab - Text fields now auto select to make it easier to copy or paste.

 

CV Sequencer Tip - Changing from one tone to another for code that is not already in the sequencer (your own code)
Lets say you already have music code in your game that is using Tone 1 (starts with 0x4). You realize that your other music code you're playing isn't working because they are both on the same channel. Crap! Now you have to go through and do a replace on the first 0x4 for each note and replace it with 0x8. If you do it by hand you could use the replace function in Notepad, but if there is another 0x4? within the same note, it could accidentally get replaced, messing up your note. Forget all that now. Just do this:

 

A] Go to the Convert tab.

B] Paste your music code into From: textbox.

C] On the Right side of the NES and CV Sequencer, Click "Tone 2".

This will change your text you just pasted into Tone 2.

D] Copy the code from the FROM side and paste it back into your game.

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Can you send me some example notes using Tone 3 and the other one you were talking about? It shouldn't be a hard thing to add, I just need some examples so I know what differences the application needs to test for.

That's awesome that she likes the game! :) :-D She's the youngest player to try it out so far!

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Below is output from your program that originally started with 0x80 for channel 2 now revised for the 3rd tone channel, Only need to change the addres at the beginning.

 

//start 001b
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note
0xc0,0x53,0x91,16, //E-4
0xc0,0x01,0x90,16, //BLANK Note

 

Can you send me some example notes using Tone 3 and the other one you were talking about? It shouldn't be a hard thing to add, I just need some examples so I know what differences the application needs to test for.

That's awesome that she likes the game! :) :-D She's the youngest player to try it out so far!

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  • 10 months later...

It's not a matter of not finding the exe it doesn't run.

Sorry for the late response, I was on a cruise and just got home today....it costs like $20 a day for internet on Royal Caribben ships so I just go without it.

 

Are you still having a problem unzipping the file and installing it? This program was made for Windows 7....I'm not sure if that matters though.

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Try running the Setup.msi file. I think this may be the one that installs the other goodies you need. I can't remember exactly since I haven't needed to install it on my machine in quite a while. I know this uses a thing called Microsoft VisualBasic PowerPacks which is free and is just for a shape object in Microsoft Visual Studio. Once that is installed (should be in one of the installers), you should be good to go.

 

If you look on page 1 of this forum, you can see that users were having the problem until I made the installer for it. If the above doesn't work for you, try the #9 post on page 1 of this forum. That may help you.

NOTE: I'm not sure if this work on Windows 8 or 10 since I don't have either of those fancy pants OS versions. :P

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Which post number?

I think it is this one:

http://atariage.com/forums/topic/226649-colecovision-music-and-melody-creator/?p=3015365

I know that one worked for me on a computer where it wasn't installing previously. Going to bed now, but I'll see if that helped you out in the morning. :-)

Edited by parkfun101
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  • 6 years later...

Now if this could take VGM files it would output to Coleco C or Assembly.

I would buy that for a dollar....

 

That said,

This works, at least on my, Windows 11.

I extracted it with Universal Extractor, no install.

 

If the author gives me permission I can compress in zip and upload the extracted files which works perfect just double click on the exe.

 

This being an old page I have no clue if the author is even still around.

But if he is and has the source to update or share I would implore to add a VGM import and possibly make this exclusive to Colecovision.
So far what outputted under Coleco Assembly works within sound limitations but you also have to change .db to plain db for tniasm.  That is the only way I could get it to compile.

 

I can see how, at present, you can make use of this with trial and error.

At least until something better comes along.

 

CC

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30 minutes ago, Captain Cozmos said:

Now if this could take VGM files it would output to Coleco C or Assembly.

I would buy that for a dollar....

 

That said,

This works, at least on my, Windows 11.

I extracted it with Universal Extractor, no install.

 

If the author gives me permission I can compress in zip and upload the extracted files which works perfect just double click on the exe.

 

This being an old page I have no clue if the author is even still around.

But if he is and has the source to update or share I would implore to add a VGM import and possibly make this exclusive to Colecovision.
So far what outputted under Coleco Assembly works within sound limitations but you also have to change .db to plain db for tniasm.  That is the only way I could get it to compile.

 

I can see how, at present, you can make use of this with trial and error.

At least until something better comes along.

 

CC

I'm still around! ? Feel free to compress and zip the extracted files or whatever.  I don't know what VGM files are, but if you had some examples, you can send them to me and I'll see if I can create an import.  Currently I'm working on GameCodeHelper that is designed to allow the user to create a Colecovision game in under a minute without knowing how to code.  I won't be releasing GCH anytime soon since there is still a lot to be done, but I have a video of an earlier version in action:

 

 

Edited by parkfun101
Forgot link
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I watched your video on youtube about the Game Code Helper and I am interested.

 

In all honesty I know nothing about VGM files either.
What has been a challenge is that there are several groups on AA which have their own way of doing things.
You have Coleco Assembler camp, Coleco C camp, people who work on other systems and use VGM files which I think was started with the NES, Sega Master System scene I honestly don't know.

Then you run into tools that they want you to install Java and others that are outdated.
Then we get into those who create modern tools like Tony Cruise but do not have time to update them or add features.

So Tursi, another awesome AA Member, provided a link to an editor for the SN76489 but only outputs to VGM format.

I only know that you can play VGM files on the Colecovision but not import them for use in programing so my arms are up in the air.

 

I'm just trying to make some games but sound is not my deal.

 

I provided a VGM sound file which I found in the Zophar Domain archive for an example if you want to take a look.

 

I am wondering how you are dealing with sound and music for your GCH program.
 

 

NES and CV Sequencer.zip Antarctic Adventure (ColecoVision) Game Over.zip

Edited by Captain Cozmos
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