+Al_Nafuur Posted September 28, 2021 Share Posted September 28, 2021 Is there an easy way or tool (Stella?) to extract or analyze what a ROM is doing to the TIA audio registers? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 28, 2021 Share Posted September 28, 2021 Have you looked at the Audio tab in Stella's Debugger? You can also the trapwrite command in the prompt to stop execution when audio registers are updated. 2 Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted September 28, 2021 Author Share Posted September 28, 2021 2 hours ago, SpiceWare said: Have you looked at the Audio tab in Stella's Debugger? That doesn't really work with sounds that only happen on user interaction in the ROM. 2 hours ago, SpiceWare said: You can also the trapwrite command in the prompt to stop execution when audio registers are updated. I don't want to stop the ROM execution when the audio registers are updated. I want to "record" the sounds. With trapwrite recording would be possible, but very laborious. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 28, 2021 Share Posted September 28, 2021 Your post asked "extract or analyze". I was covering the latter. You can control user interaction using the IO tab. Toggle the directions and/or fire, then keep hitting FRAME+ to see the results a frame at a time. I've done this in the past to get sound effect data, such as the pickup sound from Adventure that I used in my Collect tutorial. To do that I started game variation 1, positioned directly below the key for the gold castle, then entered the debugger. I then checked the UP direction, as seen above, switched to the Audio tab, then repeated hit FRAME+ and copied the values that appeared on the audio tab into Collect's source code. 1 2 Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted September 28, 2021 Author Share Posted September 28, 2021 3 hours ago, SpiceWare said: Your post asked "extract or analyze". I was covering the latter. You can control user interaction using the IO tab. Toggle the directions and/or fire, then keep hitting FRAME+ to see the results a frame at a time. I've done this in the past to get sound effect data, such as the pickup sound from Adventure that I used in my Collect tutorial. To do that I started game variation 1, positioned directly below the key for the gold castle, then entered the debugger. I then checked the UP direction, as seen above, switched to the Audio tab, then repeated hit FRAME+ and copied the values that appeared on the audio tab into Collect's source code. ? Thanks. Setting the joystick in the IO tab did the trick! 1 Quote Link to comment Share on other sites More sharing options...
+stephena Posted September 28, 2021 Share Posted September 28, 2021 Since Stella is using SDL behind the scenes, you can also set the environment variable SDL_AUDIODRIVER=disk, which will output all audio to a file named sdlaudio.raw. From there, you can extract it however you like. 4 1 Quote Link to comment Share on other sites More sharing options...
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