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music synthesizer available?


notwhoyouthink

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Blanks are evil ... bad to select / copy / paste, illegal in a URL. I suppose we should - some day - think about renaming some folders.

 

I'm sure everything under the sun is there, but I have trouble finding things there, so as it's in dire need of a makeover, I agree with you.

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Been playing around, and i have rough image of minah to work with

In the B&W image, i have it divided into 8x8 segments, 13x11

The colored image shows how it may look with:

a light yellow screen,

black and trans for char colors,

and a light blue sprite strategically positioned to give color to the wing.

 

I realize sprites can not be this big, but i still think it will look good even as a static image on the ti.

Time to go study music processing on the ti.

post-46238-0-23279100-1500310737_thumb.png

post-46238-0-34069500-1500310738_thumb.png

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Reading with more attention the part linked in the first post it seems to be the Norton Software one.

 

post-24673-0-29190400-1500323243.jpg

 

if so, it is the box and parts of the docs

 

post-24673-0-81083800-1500323181.jpg post-24673-0-42085300-1500323193_thumb.jpg post-24673-0-91953200-1500323202_thumb.jpg

 

I really do not know if this versione and the asgard one are the same, anyway i found a scan of the Asgard version manual, i think it was Scanned by Ernie Pergrem.

 

Music Synthesizer.pdf

 

If nobody will have the dumped program i will try to do within next weekend.

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I realize sprites can not be this big, but i still think it will look good even as a static image on the ti.

 

True, but you can have sprites up to 16x16 pixels, and four of them across on a single line. Your wing would only need two sprites for each line to do it :)

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I have the main graphic complete. The music is about 1/3 coded.

Preview included.

1 CALL CLEAR::CALL SCREEN(12)
210 FOR Z=13 TO 14::CALL COLOR(Z,6,2)::NEXT Z::FOR Z=1 TO 93::READ X,X$::CALL CHAR(X,X$)::NEXT Z
211 FOR Z=1 TO 6::READ U,V,W,X,Y::CALL SPRITE(#U,V,W,X,Y)::NEXT Z
500 DATA 46,"FFFFFFFFFFFFFF7F",47,"0000000000010307",48,"FFFF7F7F3F3F3F7F",49,"000000000000004"
510 DATA 50,"0000000000000101",51,"0000000000010103",52,"0000000000C0F0FC",53,"0000000000DCFCFC"
520 DATA 54,"0000000001010202",55,"0000000001030206",56,"000000001EFFFFFF",57,"000000008080C0F"
530 DATA 58,"000000010103060E",59,"00000080C0E07038",60,"0000C0C08",61,"00010303023E706"
540 DATA 62,"00031F7FFFFFFFFF",63,"00808080808",64,"0080C0E0E0F0FCFC",65,"0080C0E0F0F0F8FC"
550 DATA 66,"00F88F070200807B",67,"00FCFFFFFFFFFFFF",68,"01",69,"010180F0FCFFFFFF"
560 DATA 70,"0103078FDFFFFFFF",71,"0303020607070707",72,"03030706060C0C0C",73,"03816020001208C1"
570 DATA 74,"0400080800101",75,"0408000000F8FF0F",76,"0602E3FF1F1000C7",77,"0607030307FEF8E"
580 DATA 78,"060E9C98B0E0C0C",79,"07070F1F1F3F7FFF",80,"0C183070E0C08",81,"0E06070301"
590 DATA 82,"0F07070303030101",83,"0F0F0F0F0F1F1F3F",84,"0F1F3F7F7FFFFFFF",85,"1018183070E08"
600 DATA 86,"102040000007FFFC",87,"181818303030606",88,"1E0F03",89,"2020000040404143"
610 DATA 90,"211300003FFF8",91,"30000000FEBF3737",92,"37F71F0703030101",93,"387060C08"
620 DATA 94,"3F07000000000001",95,"3F7FDF8F8F070303",96,"4040404",97,"606030303018180C"
630 DATA 98,"6060C0C0C0C0C0C",99,"C0C0B0F0DF8701",100,"C0C0C",101,"C0C0C0C0C0C0606"
640 DATA 102,"C483000080F83F03",103,"E0C020000003FF0E",104,"E0C080000000808",105,"E0E0C0C0C0C0E0F"
650 DATA 106,"F8BC1C1C1C3EFE",107,"F8FEFFFFFFFFFFFF",108,"FCF0E0C08",109,"FCFCFCFCF8FBFFFF"
660 DATA 110,"FCFCFCFFFFFFFEFC",111,"FEFEFFFFFFFFFFFF",112,"FEFFFFFFFFFFFFFF",113,"FF3F1F1F1F1F0F0F"
670 DATA 114,"FF80000000040C0C",115,"FFFFF8F0E0C0808",116,"FFFF7F3F0F0701",117,"FFFFE0808000010F"
680 DATA 118,"FFFFFF011F70C08",119,"FFFFFF7F3F3E1C0C",120,"FFFFFFFFFFFEFCF",121,"FFFFFFFFFFFFFFE"
690 DATA 122,"000000000000008",123,"0000000000010303",124,"0000E0F8FCFEFFFF",125,"808080808080808"
700 DATA 126,"80C0E0F8FCFEFFFF",127,"FFFFFFFFFFFFFFFF",133,"FFFFFFFFFFFFFFFF",134,"00008080C0C0C08"
710 DATA 135,"FFFFFF7F1F07",136,"FFFFFFFEFCF",137,"8",138,"0000000000010307"
720 DATA 139,"00001F7FFFFFFFFF",140,"070F0F0F0F0F0F0F",141,"0F0F07070301",142,"1F0F01"
730 DATA 143,"FFFFFFFFFFFFFF7F",1,123,16,73,81,2,124,6,73,129,3,122,6,73,137,4,126,6,81,137,5,125,6,89,145
731 DATA 6,134,16,73,89,10,15,138,10,16,139,11,15,140,11,16,133,11,17,133,12,15,141,12,16,143,12,17,133
732 DATA 12,18,133,13,16,142,13,17,135,13,18,136,13,19,137
733 DATA 256,110,30,256,659,0,512,523,0,128,466,0,512,523,0,512,440,0,512,330,0
734 DATA 256,110,30,256,659,0,512,523,0,128,466,0,512,523,0,512,440,0,512,330,0
735 DATA 256,110,30,256,784,0,256,659,0,128,587,0,128,659,0,512,523,0,512,392,0
736 DATA 256,110,30,256,784,0,256,659,0,128,587,0,128,659,0,512,523,0,512,392,0
1600 PRINT : : : : : : : "        />CE@                      2Tm84                    Hw0  pA  35        "
1680 PRINT "       WRsrq   o9 On               b16]S    kFxl               e`J:_    h         "
1690 PRINT "       a YPDt.y.?                Q;N   ^vugU                  Xd   G7[M<          "
1700 PRINT "           =BLI\i                      cKVZfj           "
1710 PRINT : : : : :
1900 FOR FILL=1 TO 13::READ Y,X,CP::CALL VCHAR(Y,X,CP)::NEXT FILL
1910 FOR X=1 TO 28:: READ D,T,V::CALL SOUND(D,T,V)::NEXT X
1920 CALL KEY(0,K,S)
1930 IF S=0 THEN 1920
1940 END

I chose not to tackle making a sprite move in time with the music... I am not ready to tackle that yet.

I may do a revision of this program later with a moving sprite, but for know, i just want to get the music sounding as good as i can.

I should point out that until i started this project, i basically had no idea at all how to even read music.

So i am basically learning to read music, and transcribing that as best i can, and double checking the sound every couple of bars to see if sounds decent in the emulator, then double checking for errors in notes....

This is really quite the new experience for me.

I grew up loving those old minah bird cartoons, but i had no idea the music he walked to was from such a large, beautiful piece. I thought the tune was just something made in the cartoon studio to match his walk. How wrong i was.

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Just to speed up the game I installed line 1905 in your program

1905 CALL MOVES("VR",2079,0,8192) :: CALL BSAVE("DSK2.BPREVIEW")

Then I deleted all lines but:

733 DATA 256,110,30,256,659,0,512,523,0,128,466,0,512,523,0,512,440,0,512,330,0
734 DATA 256,110,30,256,659,0,512,523,0,128,466,0,512,523,0,512,440,0,512,330,0
735 DATA 256,110,30,256,784,0,256,659,0,128,587,0,128,659,0,512,523,0,512,392,0
736 DATA 256,110,30,256,784,0,256,659,0,128,587,0,128,659,0,512,523,0,512,392,0
1905 CALL BLOAD("DSK2.BPREVIEW") :: CALL MOVES("RV",2079,8192,0)
1910 FOR X=1 TO 28 :: READ D,T,V :: CALL SOUND(D,T,V) :: NEXT X
1920 CALL KEY(0,K,S)
1930 IF S=0 THEN 1920
1940 END

You get instant screen image and music starts.

 

Try it in Classic99....

 

 

Rich

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With RXB 2015 or XB there is an error in 1905 - in XB subprogram not found in RXB it's just an error.

 

At least that's what I get after copy and pasting all the above lines in then typing run

1905 only works in RXB it uses three routines in RXB only:

CALL MOVES

CALL BSAVE

CALL BLOAD

 

You have to take the original program and insert 1905, then run that program to save to DSK2.RXBPREVIEW, after that you can run the cut down one I posted.

 

What is going on is I use 1905 CALL BSAVE to save all the graphics memory to disk, then the cut down version does not need to rebuild any of it, just loads it.

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