Jump to content
IGNORED

Invader X Help


neotokeo2001

Recommended Posts

I will soon be releasing Invader X on cartridge(Finally). :)

 

LimitedLabel50.gif

 

First. If someone can make a cool retro looking Alien and Babe to replace the above image (Borrowed from a movie). A copy of the game if your image is used.

 

There are a few other things that I could use help with.

 

Ground Color

Player Ship Color

Enemy Explosion Sound

Background Sound

Player Shot Sound

Also looking for some type of UFO or Alien theme box to hold the cartridge.

 

I will send a free cartridge of Invader X to anyone who can help with one(or all) of the above items. Only one cartridge per person.

 

Invader X will have a Cartridge and Manual and will also include some other cool things:

Alien Pen

Alien Slime

Alien Keychain

and a few other things.

 

 

post-3832-1120520944_thumb.jpgpost-3832-1120520977_thumb.jpgpost-3832-1120521033_thumb.jpg

Link to comment
Share on other sites

One cartridge has been claimed. :)

 

There are a few other things that I could use help with.

 

Ground Color (COMPLETE)

Player Ship Color

Enemy Explosion Sound

Background Sound

Player Shot Sound

Also looking for some type of UFO or Alien theme box to hold the cartridge.

 

New Ground Color:

post-3832-1120905503_thumb.jpg

Link to comment
Share on other sites

The game uses 3 seperate routines to deal with sound effects...you can locate them easily just by searching for the AUD registers. It appears that X,Y, and A are all used in each of them, so it's just a matter of rewriting the routines to do something different ;) So the real question is what do you want them to sound like?

 

 

BTW a disassembly of the (fixed?) game is here

http://www.atariage.com/forums/index.php?showtopic=72676

 

[/plug]

Link to comment
Share on other sites

The game uses 3 seperate routines to deal with sound effects...you can locate them easily just by searching for the AUD registers.  It appears that X,Y, and A are all used in each of them, so it's just a matter of rewriting the routines to do something different ;)  So the real question is what do you want them to sound like?

 

[/plug]

890481[/snapback]

 

I want to get the enemy explosion sound to be more like an explosion and not a bird chirp. As for the player shot sound, I just want it to be different then the original.

 

For the background sound is it possible to slow it down or have more of a delay between notes?

Link to comment
Share on other sites

Yes...the framecounter is used for most of the sounds. The game gives it to A, alters it a bit and gives values to X and Y (the distortion and volume levels). So all you need to do is toy with the code just above where it branches to where the 3 registers are stored for that voice (the extra live tune for example is just frequencies read from a 16-byte table at $1E00). To change the bird chirp into an explosion...you could just use a different distortion value for AUDCx. All the sound routines are executed just following the display kernal (near the top). I'll point them out in the next assembly I post.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...