+StaxX28 Posted August 15, 2022 Share Posted August 15, 2022 10 hours ago, VinsCool said: You're welcome! Yup, I was aware of this as soon as I gave it a look yesterday. It turns out you were 100% correct, before these changes, notes were mapped in a way that always assumed a QWERTY keyboard was used. I solved the issue with the notes input simply by creating a new table of specifically designed for AZERTY, and I left the original table unchanged since it already took care of QWERTY. After that, I edited the configuration to make sure it remembered which keyboard layout is being used, which could be changed from the RMT Configuration dialog at any time if wanted. Depending on which keyboard layout is chosen, it should now always return the appropriate note when a key is pressed. Thanks Vins 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 15, 2022 Share Posted August 15, 2022 Avery maybe? He might have a official solution to work with proper keyboards under windows? Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 15, 2022 Share Posted August 15, 2022 13 hours ago, VinsCool said: Hey man, nice to see you again! I remember seeing you posting health updates on Facebook recently, I hope you're doing better now 😅 Interesting coincidence about the filter, I had the exact same question asked to me earlier so I'll copy and paste the detailed reply to save myself some time, haha: Reveal hidden contents That worked! Awesome! This is what I have found. Cmd: 666666 X: 000000 Y: 111111 Will give you the original filter sense sound that rmt had when no adjustment was made. Cmd: 666666 X: 000000 Y: 101010 Will give you a nice in between of the Pokey synth sound and the Commodore 64 (weeeeemoooow) Sound. Cmd: 666666 X: 000000 Y: 100100 will give you an almost perfect Commodore 64 (weeeeemoooow) sound. 1 1 Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 15, 2022 Share Posted August 15, 2022 Example New Filter Synth. Much Cleaner Sounding. 5 Quote Link to comment Share on other sites More sharing options...
+StaxX28 Posted August 15, 2022 Share Posted August 15, 2022 7 hours ago, Heaven/TQA said: Avery maybe? He might have a official solution to work with proper keyboards under windows? Yes, in Windows by pressing ALT+SHIFT we can switch between AZERTY and QWERTY keyboard layout, but obviously this changes all keyboard shortcuts in RMT (A becomes Q, Z => W, etc.). 1 Quote Link to comment Share on other sites More sharing options...
DerpDerp3001 Posted August 15, 2022 Share Posted August 15, 2022 Excuse me, is it possible to play the tunes on a 5200? Quote Link to comment Share on other sites More sharing options...
DerpDerp3001 Posted August 16, 2022 Share Posted August 16, 2022 I have a dumb question: is the volume control linear like the NES or logarhytmic like the master system? Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 17, 2022 Author Share Posted August 17, 2022 (edited) On 8/15/2022 at 5:23 PM, DerpDerp3001 said: Excuse me, is it possible to play the tunes on a 5200? Possibly, but it might need to be set to different memory addresses for certain things. I am personally not at all familiar with the 5200. 22 hours ago, DerpDerp3001 said: I have a dumb question: is the volume control linear like the NES or logarhytmic like the master system? it's a non-linear volume mixing curve, which is a bit difficult to balance without having your music sounding too muddy or too tinny. However, it's pretty much closer to what you're going to get from the NES at least, just without being linear. The NES actually has a weird mixer quirks, it's mixed in a non-linear way between certain channels, mainly the Pulse 1 and Pulse 2, and the other non-linear mixed pair is composed of the Triangle, Noise and DMC. The 2 APU are then mixed together linearly, as far as I remember. Edited August 17, 2022 by VinsCool Addendum Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 17, 2022 Share Posted August 17, 2022 11 Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 19, 2022 Share Posted August 19, 2022 4 Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 19, 2022 Share Posted August 19, 2022 2 Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 19, 2022 Share Posted August 19, 2022 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted August 20, 2022 Share Posted August 20, 2022 20 hours ago, Kjmann said: Nice version (even though I still prefer VinsCool's which is the pinnacle of 4 channel Pokey ) How about the in game tune ? anybody ? 1 Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 20, 2022 Author Share Posted August 20, 2022 16 minutes ago, rensoup said: (even though I still prefer VinsCool's which is the pinnacle of 4 channel Pokey ) Speaking of it, the version I included with the RMT release is a little wrong, this is the module that will sound proper: Battle Squadron Title 100hz Final Patch16 Edit.rmt 17 minutes ago, rensoup said: How about the in game tune ? anybody ? Maybe, sometime. 3 Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 20, 2022 Author Share Posted August 20, 2022 Just a very dumb experiment using 8xVBI playback speed: Sketch 44 v10.xex By sheer coincidence it will run at the correct speed without "rolling" in either region, but it was actually made using NTSC speed in mind. Just a tip for best results: load the binary holding the SHIFT key to disable DMA. Otherwise, the binary will still work fine, but the DLI will delay a few Driver calls in the middle of the screen, and affect sound quality. Now I need to go back to rewriting some of my own terrible code, have a good day! 3 Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 21, 2022 Share Posted August 21, 2022 8 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted August 21, 2022 Share Posted August 21, 2022 Sounds amazing!!! Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 22, 2022 Share Posted August 22, 2022 Hey Vin. We've been talking about the game outrun me and some of my folks originally were working on. In that thread that's subject has come up about playing a sound effect while the song is still playing in just one of the channels and then resume in after the sound is played to the song already in progress. Is this possible? If not at this point is it possible to make the code so that it does this? Please let me know and check out the poll, outrun on A8 discussion thread. Thanks Vin. Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 27, 2022 Share Posted August 27, 2022 Bump Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 29, 2022 Author Share Posted August 29, 2022 Hi, sorry for the late reply, I've already replied to your message in private but I'll post the same answer here as well to make it easier for everyone. On 8/22/2022 at 7:08 PM, Kjmann said: Hey Vin. We've been talking about the game outrun me and some of my folks originally were working on. In that thread that's subject has come up about playing a sound effect while the song is still playing in just one of the channels and then resume in after the sound is played to the song already in progress. Is this possible? If not at this point is it possible to make the code so that it does this? Please let me know and check out the poll, outrun on A8 discussion thread. Thanks Vin. Yes it's absolutely possible, as long as there is code that keeps track of the sfx playing, and overwrites the POKEY channel that also is playing the music, the SFX will take priority over it, and will play the SFX for as long as it is told to do it. So in simpler terms: have the music driver run first, then the SFX code run and overwrite the channel that wants a SFX if anything triggered a SFX to play, and the remaining process will be handled by the music driver when it writes out the buffered bytes to the POKEY before playing for another frame, and be hijacked by the SFX once more, and so on. 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted August 29, 2022 Share Posted August 29, 2022 @VinsCool just a quick one. I know you covered some Sonic the hedgehog tunes with RMT. Over tackle this one which as far as I can tell is pretty simple? 1 Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 30, 2022 Author Share Posted August 30, 2022 In the meantime more slow but steady development is happening, I made a cover I wanted to do for a really long time, so here is it. Enjoy! Gordian Tomb - Tune 1 Final.xex Gordian Tomb - Tune 1 Final.rmt 9 Quote Link to comment Share on other sites More sharing options...
Steril707 Posted August 30, 2022 Share Posted August 30, 2022 Probably a dumb question, but I guess this is a strictly 32 bit app, isn't it? Just checking out if there is any chance to get this running via WINE on my Mac. Quote Link to comment Share on other sites More sharing options...
VinsCool Posted August 31, 2022 Author Share Posted August 31, 2022 12 hours ago, Steril707 said: Probably a dumb question, but I guess this is a strictly 32 bit app, isn't it? Just checking out if there is any chance to get this running via WINE on my Mac. Currently it has been configured to build as a 32bit app, yes, but I'm pretty sure it could be tweaked to compile as 64bit in a near future if there's any advantages for it. As far as I am concerned, I've been running it in WINE on Linux (64bit) for a really long time now, and has been working perfectly since, so I don't think it would be an issue for you. Quote Link to comment Share on other sites More sharing options...
Steril707 Posted August 31, 2022 Share Posted August 31, 2022 3 hours ago, VinsCool said: Currently it has been configured to build as a 32bit app, yes, but I'm pretty sure it could be tweaked to compile as 64bit in a near future if there's any advantages for it. As far as I am concerned, I've been running it in WINE on Linux (64bit) for a really long time now, and has been working perfectly since, so I don't think it would be an issue for you. Not that easy, unfortunately. Seems that this is a huge problem since Mac OS is not capable anymore of running 32 bit code since Mac OS Catalina. Dumb but true. Guess I will try this on my Windows work laptop then. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.