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You guys can thank UniWarS for this one... (Galaxian?)


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1 hour ago, tep392 said:

I wish we could vote for the Lifetime Achievement Award.  I want Bob to win!

 

 

Maybe there could be an AtariAge 20 Year Anniversary Commemorative PMP Patch. It could list all of his games. Of course, the way he’s spitting them out lately, we may need a 20 Year Commemorative Sash.

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6 minutes ago, sramirez2008 said:

Maybe there could be an AtariAge 20 Year Anniversary Commemorative PMP Patch. It could list all of his games. Of course, the way he’s spitting them out lately, we may need a 20 Year Commemorative Sash.

I don't think I would be willing to wear a sash in public, but a t-shirt would be really cool. :)

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4 hours ago, DrVenkman said:

Not for me, sadly. Like most/all of the POKEY demos from your ProPack collection with POKEY sound at $450, these .A78 files just give me a solid white screen but no audio at all. 

I seem to remember that none of the sound demos work on the CC2 either. I think there is something a little wrong with the startup code in them. The MCP cart plays them though.

 

Mitch

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Thanks, guys - you are all awesome...  Thank you, thank you, thank you!  Like I often say, you are too kind. :)

 

@CPUWIZ - Not  an accurate representation; I don't smoke. :P 

 

I'm in the middle of adding the Pokey sounds to the game; thank you @Synthpopalooza!

Will be back soon... :) 

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12 hours ago, ZeroPage Homebrew said:

We always need more people on the Nomination Committees. ;-)  I'll add your name to the people to ask for next year.

 

- James

Here's a start at some stats for Bob.  These are 7800 only.  He has done work for other systems as well, but I'm not familiar with them.

 

Games completed - originals, ports or substantial hacks since 2005: 32 
Games in active development: 2
Games WIP: 9
Games available in store: 21  !!!!
Carts sold: Maybe Al can share how many PMP games have sold - should be in the thousands

 

Notable for: 
    - Coding highest quality Atari homebrews since 2005 - 2 per year average over 16 years!
    - Shares source code with community to encourage game development
    - Shares full game ROM's
    - Just an all around nice guy. :) 

 

edit: Please let me know if I'm substantially off on any of the numbers. Thanks. :)

 

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5 hours ago, tep392 said:

Carts sold: Maybe Al can share how many PMP games have sold - should be in the thousands

I have 13 of Bobs 7800 games in my collection and I expect to add another two or more, hopefully this year.?

 

5 hours ago, tep392 said:

Just an all around nice guy

This! Bob is a true gentleman.

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18 minutes ago, John Stamos Mullet said:

We can put Bob up there with David Crane, and the Kitchens, and other great Atari game coders at this point. 
 

dude is a machine

Yup...

 

People like Bob, Terry, Curt, Fred and so many others have given us so much. It is simply amazing the things that have become available. We're so close to a near arcade perfect Galaxian for the 7800. For me, The sounds of Galaxian are what bring me back to that arcade in the mall as a kid. You always heard those diving aliens above all the other noise. To hear the sample clips on this thread are simply amazing. To play the WIP on my Concerto, on my AV modded 7800, so much the better.

I truly hope the XM sees the light of day. Even if the Concerto has Pokey, and the Dragonfly has Pokey and Yamaha, Neither play cartridges.

Thanks, guys, and please keep on doing what you do.

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Wow - you guys sure know how to make someone feel appreciated!  Thank you so much for those kind words...  I'm glad that (most) people like what I do. :)

 

You truly are the best!  

Thank you, thank you, thank you...

 

Speaking of sounds, I've added some of both Pokey and TIA sounds.  It should auto-detect a Pokey, but only on the real thing.  Neither of the emulators I use (A7800, and sometimes ProSystem) detect it correctly, but it's the one I used for Pac320, so I know it works.

 

If it finds the Pokey, it will play the 'coin drop' sound upon startup.

Also, the game now states at the bottom of the screen "Pokey installed" or "Pokey not found" depending on if it detects it or not.

 

I have yet to try this in the real thing, so if I copied some of the sounds over incorrectly, I don't know yet.

 

Things I have left:

- Finish sounds (both Pokey and Tia)

- Apply alternate scoring for the Flagship when accompanied by escorts

- Tweak flight patterns, difficulty, divebombing, and frequency of shots

- Level indicator

 

 

EDIT - I just found the arcade Galaxian commented disassembly :D :D:D :D   This might help a little...  :ponder: 

 

 

Galaxian.A78 Galaxian.BIN

Edited by PacManPlus
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How did you get those TIA sounds?  Did you copy them from mine?   For it being TIA, they sound pretty darn good.

 

Also, how does one get POKEY to play in emulation?  I know you said the detection routine fails in emulation.  Not that it's going to sound correct at all in emulation anyway ... but I was curious.

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So, some facts about the POKEY swoop I used:

 

It's in $Cx distortion @1.79 mhz, this gets you a high sawtooth wave starting at A#4=255.   Not all frequencies are usable;  anything where (freq-1) mod 3=1 or (freq-1) mod 5 =1 is going to produce a ultra high pitched tone (for dogs only) or silence.  So when doing frequency sweeps, some steps are skipped.  This is going to require some clever maneuvering.

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Looks like I'll be ordering that POKEY tomorrow, then :D

 

Hearing the proper startup music for the first time was absolutely fantastic.  I'm amazed at how well this game has progressed, and in such a short span of time.  This very well may be the best home port of Galaxian, full-stop.

 

Hats off to everyone involved!

Edited by x=usr(1536)
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OK, fixed the swoop ... I did the old "switch between two steps quickly" trick which makes the pitch sweep sound a LOT more smooth!   :)  I knew I could do it!!!

 

Real HW test on these please ...

 

 

galaxian-swoop.A78 galaxian-swoop.asm galaxian-swoop.bin galaxian-swoop-450.A78 galaxian-swoop-450.asm galaxian-swoop-450.bin

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Oh ... question:

 

On the arcade version ... alien deaths and swoops are on the same channel.  So, if an alien is killed during a swoop, the alien sound takes over the swoop, and then the swoop sound resumes from the point it would have played, had there been no alien death.  I don't guess there's a way to simulate this, and have the deaths and swoop on the same channel is there?

 

Because if we could ... that would mean then, that I could do both in 16-bit $Cx mod 3 and make both sound a LOT better.  If that's not possible though, I am perfectly happy with how we have things now.  We've gotten damn close to the arcade sound here.

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Also, just to summarize, here is the layout for all sounds:

 

Coin drop and opening tune:  AUDCTL=$50, channels $00 and $01, AUDCx is $00 and $C6

 

All others use AUDCTL=$60

 

0 - Alien swoops ($Cx @1.79)

1 - Background hum ($Ax @ standard 64khz)

2 - Alien deaths and extra life sound ($Cx @1.79)

3 - Background hum 2 ($Ax @64khz)

 

Ship destroyed:  $0x @64khz on channel 3

Ship firing:  $8x @64khz on 3, $Cx @1.79 mhz on 2.

 

Any sounds which play on 3 will temporarily override the background hum on that channel until sound finishes.

 

Also give extra life sound priority over all others in that channel.

 

Ship firing on the $Cx 1.79 channel has same or lower priority as alien deaths.

Edited by Synthpopalooza
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