Synthpopalooza Posted January 21, 2021 Share Posted January 21, 2021 For single POKEY demo purposes only, these are still $450. I am still attempting to get full double POKEY code yet. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 21, 2021 Share Posted January 21, 2021 So my next step as far as double POKEY goes, is to do a demo of the background hum (which will be double 16-bit $Cx mod 3) and the swoop. Then, when the double POKEY music code becomes viable, it may be possible to add this to the game. So that, for instance, in setups where only single POKEY is detected, the program is then instructed to play only the standard 4 channel 8-bit sounds on the $450 POKEY. 1 Quote Link to comment Share on other sites More sharing options...
+wavemotion Posted January 21, 2021 Share Posted January 21, 2021 11 hours ago, Synthpopalooza said: One more note: Only this, the second alien death, the swoops, and the background hums would need to be redone for double POKEY mode. Not that my humble opinion matters much here, but I'm hopeful we avoid dual-Pokey here. My DS emulator can barely handle one pokey - (plus TIA for a total of six channels of sound) Making the port require dual-Pokeys will make an already niche group of enthusiasts slightly smaller as they might not have the ability to play it properly. Unless the game will automagically handle both Pokey and Dual-Pokey ... in which case go for it 4 Quote Link to comment Share on other sites More sharing options...
John Stamos Mullet Posted January 21, 2021 Share Posted January 21, 2021 2 hours ago, Synthpopalooza said: So my next step as far as double POKEY goes, is to do a demo of the background hum (which will be double 16-bit $Cx mod 3) and the swoop. Then, when the double POKEY music code becomes viable, it may be possible to add this to the game. So that, for instance, in setups where only single POKEY is detected, the program is then instructed to play only the standard 4 channel 8-bit sounds on the $450 POKEY. While indeed a neat experiment - making this game double pokey would render it unplayable for 99% of 7800 fans, and unreleaseable. Not trying to be pushy - but maybe get a playable version of the game finished first? 4 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 21, 2021 Share Posted January 21, 2021 Agreed. This is just me doing "what if" stuff ... 3 Quote Link to comment Share on other sites More sharing options...
Shawn Posted January 21, 2021 Share Posted January 21, 2021 2 hours ago, John Stamos Mullet said: While indeed a neat experiment - making this game double pokey would render it unplayable for 99% of 7800 fans, and unreleaseable. Not trying to be pushy - but maybe get a playable version of the game finished first? I agree. It's a little much when there is more posts in regards to sound samples in this thread now than those from the author about the actual game. 4 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 21, 2021 Share Posted January 21, 2021 (edited) I should also point out that the double POKEY code, as functional on the A8, addresses channels $00 to $07 in the channel table. For situations where only a single POKEY is detected, the code will be able to then just play the standard 4 channel single POKEY sounds using $04 to $07 (the POKEY @$450). But anyway ... what we have done so far, is great. Just thinking out loud ... Edited January 21, 2021 by Synthpopalooza 2 Quote Link to comment Share on other sites More sharing options...
+bhall408 Posted January 23, 2021 Share Posted January 23, 2021 On 1/19/2021 at 8:29 PM, PacManPlus said: 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. It displays "POKEY NOT FOUND" in Argon... If you can spin a build with the proper bits set in the A78 header, I can try it again. What does your pokey detection code look like? Maybe we'd want to support/detect that as well (as the header bit). @ZihuaCode Is there harm to an emulator *always* having the chip present? Quote Link to comment Share on other sites More sharing options...
ZihuaCode Posted January 23, 2021 Share Posted January 23, 2021 3 hours ago, bhall408 said: It displays "POKEY NOT FOUND" in Argon... If you can spin a build with the proper bits set in the A78 header, I can try it again. What does your pokey detection code look like? Maybe we'd want to support/detect that as well (as the header bit). @ZihuaCode Is there harm to an emulator *always* having the chip present? Which .a78 binary are you checking with? I haven't had any luck with the one with md5 hash 8137c820ccd9eb7a677287b44b50083a, which I edited the header of to indicate pokeys at $450 and $4000 (should cover the bases, attached) I did have a look at the sound effect .asm files, but I couldn't locate anything that looked like it was doing detection. Galaxian P450_P4000.A78 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 26, 2021 Author Share Posted January 26, 2021 Hey guys! I'll be getting back to this now that everything is completed (I moved workstations at the same time the floor was being done). @Synthpopalooza - yes, please - no dual pokey in this one... I have an idea on how to handle the 'escorts' point value for the flagship so that is my next thing to tackle. How does the point value work? I know that if the flag ship has 2 escorts and you shoot them first you get 800 points, and if the flagship is alone you get 150... But what about the 200 and 300 point values? One of them I imagine is for the flagship and 1 escort... Thanks guys, Bob 4 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 26, 2021 Share Posted January 26, 2021 28 minutes ago, PacManPlus said: I have an idea on how to handle the 'escorts' point value for the flagship so that is my next thing to tackle. How does the point value work? I know that if the flag ship has 2 escorts and you shoot them first you get 800 points, and if the flagship is alone you get 150... But what about the 200 and 300 point values? One of them I imagine is for the flagship and 1 escort... IIRC, the 200-point value is awarded if you shoot the flagship without hitting either of the two red ships escorting it; 300 points is given for one escort plus the flagship. I think the next value is 800 points (killing all three ships), which should cover all scenarios. When I have some time later today, I'll fire up MAME and see what it has to say for itself Oh, and glad to see you're back 2 Quote Link to comment Share on other sites More sharing options...
+DrVenkman Posted January 26, 2021 Share Posted January 26, 2021 6 minutes ago, x=usr(1536) said: Oh, and glad to see you're back Ditto! And I hope the new floors worked out okay. Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 26, 2021 Share Posted January 26, 2021 Forgot to mention: Concerto got a POKEY yesterday ? The 'POKEY not detected!' message in attract mode is now gone, so that appears to be doing what it should. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 26, 2021 Share Posted January 26, 2021 Hopefully my Dragonfly arrived today so I can test this out ... Agreed on the double POKEY. Tho I am still gonna work on that engine. A future project of mine will make good use of it. 1 Quote Link to comment Share on other sites More sharing options...
Shawn Posted January 26, 2021 Share Posted January 26, 2021 8 hours ago, Synthpopalooza said: Hopefully my Dragonfly arrived today so I can test this out ... Agreed on the double POKEY. Tho I am still gonna work on that engine. A future project of mine will make good use of it. Great but that doesn't mean anything to this game. Your music is great don't get me wrong, but you totally try and take over any thread you can with it. It's really unbecoming and in very poor form. 1 Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted January 27, 2021 Share Posted January 27, 2021 (edited) On 1/20/2021 at 2:12 PM, Synthpopalooza said: So a question: How do you detect POKEY? Reason being: Just for curiosity sake, I want to do up some double POKEY examples of the alien deaths and swoops. When we do finally get a double POKEY version of your code for the dragonfly, one could have the program look for second POKEY at $440, then enable double POKEY sounds in the game. What's all of this about with this Dragonfly dilly-o? [kidding]. The XBoard did Dual POKEY like in the early 00s. And 128K RAM. Had it taken a PIA, it would've been the XM before the XM was the XM. We probably still wouldn't have had MIDI Maze ported though since it still hasn't even arrived on the Lynx to this day, much to Bob Brodie's chagrin. This is an exciting thread. Impressive work all around! Edit: I just had an insane thought. Dual POKEY, TIA, YM2151, and an AtariVox all working together. That's like 19 voices. And I didn't even say Quad POKEY or the Bupchip. That's like Atari Games post 1984 coin-op audio fare minus a dedicated 6502 just to manage the sound chip orgy. Granted, the AtariVox sounds more like a Votrax than a TI speech chip, but still! Edited January 27, 2021 by Lynxpro Insanity and more caffeine 1 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 28, 2021 Author Share Posted January 28, 2021 (edited) Eeek. I already forgot that I found the commented disassembly of Galaxian arcade... maybe I should just look at that for the point values Thank you for the well wishes. The new floor turned out great! I actually changed workstations at the same time, so I'm still in the process of loading the new one up. Don't even have sound yet Edited January 28, 2021 by PacManPlus 3 Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted January 28, 2021 Share Posted January 28, 2021 10 minutes ago, PacManPlus said: Eeek. I already forgot that I found the commented disassembly of Galaxian arcade... 7 Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted January 28, 2021 Share Posted January 28, 2021 Before anyone gets their underpants in a bunch, Bob, Mike and me were born in the same month, in the same year. ?️?? 3 Quote Link to comment Share on other sites More sharing options...
Shawn Posted January 28, 2021 Share Posted January 28, 2021 1 hour ago, CPUWIZ said: Before anyone gets their underpants in a bunch, Bob, Mike and me were born in the same month, in the same year. ?️?? ...of 1869.... in the old country... before the wars.... 4 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 30, 2021 Author Share Posted January 30, 2021 ... So here's something I didn't know about Galaxian (looking through the commented disassembly)... If a Flagship attacks the player alone (no escorts) and makes it past the player off the bottom of the screen, it has 'escaped' the level and shows up on the next one. So you can have up to 4 flagships on the next level (I tried missing 4 single flagships, thinking there might be 6 on the next screen, but only 4 showed up). All these years, I never knew that. 9 2 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 30, 2021 Author Share Posted January 30, 2021 You know, I wish Curt was here to see this. He kept at me for a while to do Galaxian and Baby Pac-Man on the 7800. At the time, I wasn't interested in doing Galaxian. ...at least he did get to see Baby Pac-Man 4 11 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 30, 2021 Author Share Posted January 30, 2021 (edited) I'm just leaving this here as a reminder to myself: - Modify the sound driver to check a specific sound index (the background drone). If equal, check the number of aliens left in the flock. Use that number for the number of frames for each sound of the drone. This way, the drone will get automatically faster with the number of aliens left without making a bunch of separate speed sounds. If zero, no drone. Possibly divide by 2 (or 4) if too long. @Synthpopalooza - I may have to ask you to modify some of your sounds to match the number of channels the TIA uses (so everything can stay the same regardless of which chip is used). The player explosion is an example. I only use one channel for that. It doesn't matter *which* channel, just the total number of channels each sound uses. (please) Edited January 30, 2021 by PacManPlus Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted January 30, 2021 Share Posted January 30, 2021 The only sound which uses 16-bit is the opening tune. I can modify that easily though any note below A#4 won't play. The drone also uses 2 channels, as does the ship firing. For firing, just use the noise channel. The others (alien death and dive) I originally designed as 8-bit single channel sounds. 1 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 30, 2021 Author Share Posted January 30, 2021 (edited) @Synthpopalooza - Yep, the opening tune is fine, as for that one in TIA I silence the second channel so the background drone doesn't start until the main tune is done. Edited January 30, 2021 by PacManPlus Quote Link to comment Share on other sites More sharing options...
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