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Sorry, was having a little fun with the bold there. It does interrupt the flow of the text. Good natured ribbing. Reminds me of this guy... ;)

 

 

When I write my posts, I tend to highlight the names of platforms, users, and games with either bold or italic text; it's not random or meant to distract. I also tend to render commands and code in monospaced fonts. Is that what you were mocking?

 

-dZ.

so, here the last version, where I hopefully polished everything except reproducing the original sound

 

 

You don't have to reproduce the original sounds, but at least you should try to make them musical and harmonious. That's one of the key features that made the original so popular. If it were to play discordant tones like in your version, people would not find it as appealing.

 

Also, as I mentioned before, there is too much delay between the tones. I'm not talking about the delay between sequences, but between tones within a sequence. It makes the pace of the game rather glacial, especially when you go beyond sequence #5.

 

Other than that, it looks fine; all other major issues have been addressed. I strongly recommend you consider those two items.

Edited by DZ-Jay

 

When I write my posts, I tend to highlight the names of platforms, users, and games with either bold or italic text; it's not random or meant to distract. I also tend to render commands and code in monospaced fonts. Is that what you were mocking?

 

 

I was just poking fun at the fact that instances of jzIntv and Christmas Carol was bolded. In the quote box, it shows up even more noticeably, as it looks to be in a larger font size too, at least in Firefox under Linux—ie. more like jzIntv and Christmas Carol. It reminded me how certain gossip columns like to boldface all their name-drops (which is what the Onion's Jackie Harvey is a parody of). Like I said, just good natured fun.

 

 

 

You don't have to reproduce the original sounds, but at least you should try to make them musical and harmonious. That's one of the key features that made the original so popular. If it were to play discordant tones like in your version, people would not find it as appealing.

 

Also, as I mentioned before, there is too much delay between the tones. I'm not talking about the delay between sequences, but between tones within a sequence. It makes the pace of the game rather glacial, especially when you go beyond sequence #5.

 

 

 

I agree. The tones should be musical. The easiest and most obvious way is to pick 4 notes that form a major chord. Fundamental, third, fifth and +1 octave is what I would choose. (And I believe upthread that's precisely what others have recommended.) If all four tones sound harmonious when played as a chord, then they'll sound good in an arpeggio, which is nearly what Simon gives you when the speed cranks up. Whatever chord you pick will set the 'tone' for the game. If you want to give it a funky feel, pick a jazz chord. :-)

 

I don't think I understood that principle when I first started writing games. I think I learned about it later when watching a thing on casinos. All of the machines in a casino are tuned to play their music in the same key (C major / A minor) to avoid clashes and remain inviting. Likewise for video game arcades (for the most part). Even the alien explosion sound effect in Space Patrol is a rapid-fire sequence of notes in the key of C!

 

I also agree that it's too slow. Shouldn't the game start speeding up after a few tones, too?

Edited by intvnut

 

 

You don't have to reproduce the original sounds, but at least you should try to make them musical and harmonious. That's one of the key features that made the original so popular. If it were to play discordant tones like in your version, people would not find it as appealing.

 

Also, as I mentioned before, there is too much delay between the tones. I'm not talking about the delay between sequences, but between tones within a sequence. It makes the pace of the game rather glacial, especially when you go beyond sequence #5.

 

Other than that, it looks fine; all other major issues have been addressed. I strongly recommend you consider those two items.

 

no delay now between tones :-)

simon4_v6.rom

Edited by vprette
  • Like 1

and now also progressing in speed

 

 

I do.... I'm lost with the sound.. sorry for that

 

No worries. Did you verify that your code follows Catsfolly's suggestion?

 

Can you post the segment of IntyBASIC code in which you play the music note? Unfortunately, I haven't played with IntyBASIC yet, so I'm not fully familiar with its usage.

 

I'll let others with more experience provide additional guidance, but if nobody steps up, I'll dig into it.

 

-dZ.

Edited by DZ-Jay

suono1: procedure
SOUND 1,100,14
WAIT
SOUND 1,200,14
WAIT
SOUND 1,300,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end

suono2: procedure
SOUND 1,400,14
WAIT
SOUND 1,300,14
WAIT
SOUND 1,200,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end


suono3: procedure
SOUND 1,400,14
WAIT
SOUND 1,300,14
WAIT
SOUND 1,400,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end

suono4: procedure
SOUND 1,300,14
WAIT
SOUND 1,200,14
WAIT
SOUND 1,100,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end

.....

.....

for i= 1 to livello
sound_seq:
if seq_c(i)=1 then gosub suono1
if seq_c(i)=2 then gosub suono2
if seq_c(i)=3 then gosub suono3
if seq_c(i)=4 then gosub suono4
gosub sfondo1
next i

Here is my first attempt:

CONST Note_E3		= 679
CONST Note_CS3		= 807
const Note_A3		= 508
const Note_E2		= 404






suono1: procedure
rem SOUND 1,100,14
rem WAIT
rem SOUND 1,200,14
rem WAIT
SOUND 1,Note_E3,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end

suono2: procedure
rem SOUND 1,400,14
rem WAIT
rem SOUND 1,300,14
rem WAIT
SOUND 1,Note_CS3,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end


suono3: procedure
rem SOUND 1,400,14
rem WAIT
rem SOUND 1,300,14
rem WAIT
SOUND 1,Note_A3,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end

suono4: procedure
rem SOUND 1,300,14
rem WAIT
rem SOUND 1,200,14
rem WAIT
SOUND 1,Note_E2,14
for z=1 to 20
wait
next z
SOUND 1,,0 ' Turn volume to zero
return
end


What do you think? are the notes too low?

 

 

thanks so much!!

I have compared with youtube simon video and sound is really close to the original!!

 

I also modified tha pace after suggestion of Joe: fast but not too fast for the first 5 hits, and accelerating after

 

this may be the final version

simon4_v8.rom

  • Like 1

thanks so much!!

I have compared with youtube simon video and sound is really close to the original!!

 

I also modified tha pace after suggestion of Joe: fast but not too fast for the first 5 hits, and accelerating after

 

this may be the final version

Fantastic! Now the only thing you need is the "raspberry" sound when you lose. ;)

Me likey. Works great for me. I am now a person who doesnt like spending hours playing a game. These games you are making are great for someone like me. I can pick it up and put it down anytime i want. Reminds me of all the games they make for traveling or on a road trip. And adding a card game makes the vacation complete. :) now to find a portable system to play them on :ponder: so dz jay mentioned the raspberry sound when you fail. You co uld just use the error buzzing sound that is built into the system

Edited by pimpmaul69

 

Refresh my memory, why can't we use EXEC routines again?

 

You can't from within an IntyBASIC environment because the EXEC expects to use certain memory locations, etc. (and take over interrupts and so on) that IntyBASIC itself makes use of.

 

EXEC sound effects are managed by the EXEC's sound interpreter, that runs as part of the EXEC's periodic interrupt routine.

 

For the specific "RAZZ" though, it's really easy to reproduce it w/out the EXEC, since all you need to do is load a fixed set of values into the registers and wait a bit. None of the values need to change once loaded.

 

Here's the RAZZ:

 WR a=$01F0 d=0018 CP-1610          (PC = $1C65) t=14370138
 WR a=$01F4 d=0010 CP-1610          (PC = $1C70) t=14370217
 WR a=$01FB d=0030 CP-1610          (PC = $1D56) t=14370441
 WR a=$01F1 d=0030 CP-1610          (PC = $1C65) t=14370861
 WR a=$01F5 d=0010 CP-1610          (PC = $1C70) t=14370940
 WR a=$01FC d=0030 CP-1610          (PC = $1D56) t=14371100
 WR a=$01F2 d=0060 CP-1610          (PC = $1C65) t=14371537
 WR a=$01F6 d=0010 CP-1610          (PC = $1C70) t=14371616
 WR a=$01FD d=0030 CP-1610          (PC = $1D56) t=14371776
 WR a=$01F3 d=0033 CP-1610          (PC = $1C65) t=14372108
 WR a=$01F7 d=0000 CP-1610          (PC = $1C70) t=14372187
 WR a=$01F8 d=0038 CP-1610          (PC = $1D06) t=14372627
 WR a=$01FA d=0008 CP-1610          (PC = $1D21) t=14373070

Decoded:

  • Channel A: Period $1018, Volume $30 (envelope)
  • Channel B: Period $1030, Volume $30 (envelope)
  • Channel C: Period $1060, Volume $30 (envelope)
  • Envelope period $0033
  • Enables: Tone A, B, C enabled, Noise A, B, C disabled
  • Envelope type $8

Not sure how you write that in IntyBASIC, but that's the RAZZ.

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