sh3-rg Posted January 14, 2018 Share Posted January 14, 2018 and to add to the above, if you're hearing the audio replay slower than it should, the division might be off by 1. So it'll be converting to the correct frequency, but as your replay freq. is off, it'll jump to the next one. I think you should try adding 1 to, or subtracting 1 from, the replay when it sounds slow. It's been some time though so I'm only half remembering. 1 Quote Link to comment Share on other sites More sharing options...
ggn Posted January 14, 2018 Share Posted January 14, 2018 i have a question again : how to stop the sfx ? in the tutorial post, it mention len=0, so i must do this : SNDZEROPLAY(1, strptr(sfx_tete), (strptr(sfx_tete_end)-strptr(sfx_tete)+3) and 0x0, 46168/10233, Zero_Audio_8bit_muLaw|0) ? It really shouldn't matter what parameters you pass except channel number and 0 size. So I expect this should work: SNDZEROPLAY(1, 0, 0, 0, 0) 1 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 14, 2018 Author Share Posted January 14, 2018 (edited) thanks to all for your help now all sfx and the intro and gameover musics are in the game some little settings and the Amstrad cpc version will be will be finished ! after, i will try to add in the same rom the C64 version it could be nice to switch beetwen the two versions with one button ! for the music theme, i have a question: it is possible to do it in .ul format with an external software ? rb+ limits the source at 2 megas. if i could already have it in.ul, i could integrate it with in the game barbarianJAGUARbeta.zip Edited January 14, 2018 by F.L 5 Quote Link to comment Share on other sites More sharing options...
ggn Posted January 14, 2018 Share Posted January 14, 2018 for the music theme, i have a question: it is possible to do it in .ul format with an external software ? As far as I know you can use any program that can save μLaw (it might be written as uLaw - it's the same thing). Then you should import the file without any specific conversion in assets.txt. So something like ABS,my_external_music,raw_binary_import,filename.extshould do the trick (raw_binary_import could be anything except the registered keywords like sfx_rawxxx etc). May I ask why you need this in the first place? The reason this was added during build is to just feed the build system wav files (or whatever) and automatically get the proper format. rb+ limits the source at 2 megas. if i could already have it in.ul, i could integrate it with in the game Here's a secret - you ran out of RAM, but not out of ROM . Looking at your latest rom file, the actual size of your game in rom is about 330kb. So there is still about 3.6mb free - you can put your .ul in rom space while importing and play the sound directly from there. I have written a few words in this tutorial but generally it's more or less changing the import type from ABS to ROM[/u] in assets.txt in the music file. So the above line would be: ROM,my_external_music,raw_binary_import,filename.ext ...and it should work, with just one tiny caveat! The syntax to zeroplay changes ever so slightly. From SNDZEROPLAY(channel, strptr(sfx_tete), (strptr(sfx_tete_end)-strptr(sfx_tete)+3) and 0xfffffffc, 46168/10233, Zero_Audio_8bit_muLaw|0) to SNDZEROPLAY(channel, (void *)(sfx_tete), (sfx_tete_end-sfx_tete)+3) and 0xfffffffc, 46168/10233, Zero_Audio_8bit_muLaw|0) Hope this clears things up a bit 7 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 16, 2018 Author Share Posted January 16, 2018 oh yeah it works and it works very fine !!!! thanks ggn ! i just had an error with your example , there was a wrong ")" but now it works SNDZEROPLAY(channel, (void *)(sfx_tete), (sfx_tete_end-sfx_tete)+3) and 0xfffffffc, 46168/10233, Zero_Audio_8bit_muLaw|0) SNDZEROPLAY(1, (void *)(sfx_theme), (sfx_theme_end-sfx_theme)+3 and 0xfffffffc, 46168/11542, Zero_Audio_8bit_muLaw|Zero_Audio_Looping) now, this atari jaguar rom of barbarian is the most faithful version of the game i have ever done on a console ! some little settings to do again and it's finished ! the final rom maybe tomorrow the big work is over but after, i will begin the 6 other versions of the game (c64, atari, amiga, pc, appleII,Spectrum) there is some coding to do see ya barbarianBETA.rom 10 Quote Link to comment Share on other sites More sharing options...
+LS650 Posted January 16, 2018 Share Posted January 16, 2018 I will try out later tonight! 1 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 16, 2018 Author Share Posted January 16, 2018 (edited) I have forgetten to mention that the rom works good with "project tempest" emulator (available in the zip) With virtual jaguar the tempo of the music and the game can be wrong... If someone can test on the real hardware, it will be nice Thanks in advance ! Edited January 16, 2018 by F.L 2 Quote Link to comment Share on other sites More sharing options...
ggn Posted January 16, 2018 Share Posted January 16, 2018 From start to finish in 2 months and some days - I think that's a pretty good result 7 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 16, 2018 Author Share Posted January 16, 2018 Thanks ! Yes it was quick, and with only 1hour per day avalaible for coding But i was helped by the powerful of jaguar and rb+ ! 6 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 25, 2018 Author Share Posted January 25, 2018 Hello Now you loop or stop the music theme with B button Here is a video with the new rom but the tempo was too speed I have slow down it https://youtu.be/GzSmrGYHmVI 11 Quote Link to comment Share on other sites More sharing options...
F.L Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) hello now the cpc version of barbarian for jaguar is finished ! i'm proud to give you the final rom this jaguar rom is the most faithful remake of the original i have done since 2012 in this zip you can find the rom all the source and ressources : https://www.dropbox.com/s/9hw3li0batjwoux/barbarianCPCjaguar.zip?dl=0 what's new on this final rom: - random moves for demo - blood splot at better places - C button for launch/stop music - B button is unused - speed of music slow down i hope the speed of music is good on the real jaguar. today i have bought a skunkboard to test this. the project is not finished, now i will begin the C64 version thanks to all who have helped me for making this now Edited January 31, 2018 by F.L 11 Quote Link to comment Share on other sites More sharing options...
whiskey Posted February 12, 2018 Share Posted February 12, 2018 the project is not finished, now i will begin the C64 version thanks to all who have helped me for making this now this is epic effort! Is this the project that has the poll running at Jaguar Sector on facebook? I'm wondering, is there a specific reason why you've chosen CPC and C64 versions as opposed to the ST? Quote Link to comment Share on other sites More sharing options...
F.L Posted February 15, 2018 Author Share Posted February 15, 2018 Thanks ! I dont know for facebook, i dont use it a lot... I have choose the cpc version first because its the version of my chilhood Now i'd like to make the others 8bit versions because they are easy to do and finish with 16bit version. I hope i will found free time to do all this. I'm still waiting for my skunkboard.... 4 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 19, 2018 Author Share Posted February 19, 2018 (edited) Hello I have my skunkboard and i have tested it! The roms runs good but there is a problem with the main theme.... All the sound are ok but this one have like a whistling while playing....? Have anyone an idea why ? Have someone tested it and have the same problem ? Is my sfx file too big ? Maybe a bug with zerosquare? Must i try to run with u235 ? I will make a video tomorrow Thanks in advance Edited February 19, 2018 by F.L Quote Link to comment Share on other sites More sharing options...
+BitJag Posted February 19, 2018 Share Posted February 19, 2018 Tested it a week ago, and noticed the problem with the audio as yo have described. Sorry don't have a solution. Quote Link to comment Share on other sites More sharing options...
ggn Posted February 19, 2018 Share Posted February 19, 2018 Yes please, at this point an audio capture of any sort would be great 1 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 20, 2018 Author Share Posted February 20, 2018 hello here is a video : https://www.dropbox.com/s/esf0c1dq5giphke/Bugbarbarian.mp4?dl=0 at the end of the video you can hear that the second music works good (at the end of the round) but not the main theme a few days a friend had burned a new cartridge and the sound works perfectly what does it mean ? the main theme is too heavy for the skunkboard ?? 1 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted February 20, 2018 Share Posted February 20, 2018 Try disabling the graphics while the music plays to see if the problem still exists. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 20, 2018 Share Posted February 20, 2018 hello here is a video : https://www.dropbox.com/s/esf0c1dq5giphke/Bugbarbarian.mp4?dl=0 at the end of the video you can hear that the second music works good (at the end of the round) but not the main theme a few days a friend had burned a new cartridge and the sound works perfectly what does it mean ? the main theme is too heavy for the skunkboard ?? I'm going to take a guess here. Check the size of the particle/text layer. I am guessing it is fullscreen - if so, make it just the size you actually need and test again. A fullscreen transparent image eats up a lot of bandwidth on the bus. 4 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 21, 2018 Author Share Posted February 21, 2018 Yes the text layer is transparent and in fullscreen. I will look at this, thanks ! Quote Link to comment Share on other sites More sharing options...
ggn Posted February 21, 2018 Share Posted February 21, 2018 Ok, I think I know what's happening: The only difference between the theme music and the sfx is that the former is in ROM space. Since the cart your friend made works ok and the skunkboard version sounds bad, it can only be rom width issues. TL;DR just add the following lines in your rapapp.s move.w MEMCON1,d0 bset #1,d0 bclr #2,d0 bset #3,d0 bset #4,d0 bclr #7,d0 move.w d0,MEMCON1 but only when testing from Skunkboard! Read this thread for a longer explanation. Sadly this fix never made it into the rb+ repo since we couldn't find people to verify all cases. Anyway, hopefully this fixes your issues . 5 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 23, 2018 Author Share Posted February 23, 2018 no, i have tried with a text layer opaque and the code of ggn, and always the same problem.... maybe i have not put the code in the right place, i'm not familiar with asm... here is my rapapp.s the must important for me is that the rom works good on the real hardware but i have no luck for this problem of skunkboard.... rapapp.s Quote Link to comment Share on other sites More sharing options...
ggn Posted February 23, 2018 Share Posted February 23, 2018 Ok, I checked some other projects and I saw that the code was inserted in a lower place than you put it. Try the attached file please? rapapp.s 1 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 23, 2018 Author Share Posted February 23, 2018 oh yes, it works !! ggn you are really a magician ! its a great day, now i have see it, i can say that this version is finished ! tomorrow i will make you a video here is the rom in attached files , its a gift for all your skunkboard - enjoy a very big thanks again !! barbarianCPCskunk.rom 7 Quote Link to comment Share on other sites More sharing options...
F.L Posted February 24, 2018 Author Share Posted February 24, 2018 https://www.youtube.com/watch?v=7NtxPJQaKeA 7 Quote Link to comment Share on other sites More sharing options...
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