No, not Sid Caesar. No, not SID the Spellbinder, the SID, the one responsible for Commodore 64 sounds. It stands for Sound Interface Device. With help from AtariAge member carlsson, I now have sound in my game. It takes some getting used to talking to SID, but once you know what to say to it, it will reply with glorious music (well, as glorious as you can make the music.) I have to make another, longer SID file for in the game. I don't know if I can have more than one, though.
I probably can, but I don't know how long I could make it. I don't want to have the load time be horrendous just for the sake of having lovely music. Right now, the one song is about ten seconds long and repeats in a loop. I also want to have sound effects. And, of course, an enemy to shoot. Which I'll get to, probably tomorrow. This time, instead of milkshakes, the hamburger will shoot at different vegetables. Why the change?
I can only have one color per sprite. I could have more than one, but then two of the colors would have to be the same as the burger's. Since the burger has lovely leafy lettuce on it, and most other vegetables are green, I decided that. I also moved the word "SCORE" down. I need to put a number after the score. I don't know how to do that. I could probably do it if I used C. I would put "SCORE=%u" and have u be an int. But I don't know how to do that in assembly.
I also figured out why the burger's movement wasn't stable at the title screen, and fixed the cloud y position problem. I wanted to have four separate y positions (well, later I'd like to have it pick a number from random, but again, I don't know how). It was a matter of not having an rts added.
And I have 4 Commodore 64 games I am waiting for in the mail. Thankfully, that PS device I ordered from that guy came, and it works great. So now I am all ready once the games come.
- carlsson likes this