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#201 senior_falcon OFFLINE  

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Posted Tue Apr 10, 2018 9:48 PM

This is embarassing. To save a few bytes of memory, I made a change to CALL KEY and broke it.

In RUNTIME2, line 573 in DOLCETTO I have:

MOV @1(R4),@>8374 moves lsb *r4, saves one word

 

That should be MOVB@1(R4),@>8374

 

You can use a text editor to change this if you want, or you can wait till tomorrow when I will post a corrected version of DOLCETTO.



#202 senior_falcon OFFLINE  

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Posted Thu Apr 12, 2018 8:42 PM

Reuploaded in post 1 and 194.  DOLCETTO1 has the corrected file.



#203 OLD CS1 OFFLINE  

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Posted Fri Apr 13, 2018 7:09 AM

To keep from cluttering up the JetBall thread:

 

I admit to have not having RTFMed so I apologize if this question is answered there.

 

Do I understand correctly that this

 

FOR I=110 TO 400 STEP 10

CALL SOUND(100,I,0)

NEXT I

 

would be properly compiled into a sound list of 100ms tones sweeping from 110Hz to 400Hz by increments of 10Hz?



#204 unhuman OFFLINE  

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Posted Fri Apr 13, 2018 1:06 PM

Full instructions are indeed in the manual.  :)

 

To keep from cluttering up the JetBall thread:

 

I admit to have not having RTFMed so I apologize if this question is answered there.

 

Do I understand correctly that this

 

FOR I=110 TO 400 STEP 10

CALL SOUND(100,I,0)

NEXT I

 

would be properly compiled into a sound list of 100ms tones sweeping from 110Hz to 400Hz by increments of 10Hz?



#205 OLD CS1 OFFLINE  

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Posted Fri Apr 13, 2018 1:12 PM

Full instructions are indeed in the manual.  :)

 

 

I will have to look at it later, then.  While very interesting I am not using it but if I want to collaborate with others who are I should at least familiarize myself with the sound functionality.

 

BTW, I want to throw out there this kit puts the TI on-par with other computers of the era with their game development kits.  I was musing on the potential of using XBGDP as part of a package similar to SEUCK or Amos.



#206 senior_falcon OFFLINE  

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Posted Sat Apr 14, 2018 8:07 AM

To keep from cluttering up the JetBall thread:

 

I admit to have not having RTFMed so I apologize if this question is answered there.

 

Do I understand correctly that this

 

FOR I=110 TO 400 STEP 10

CALL SOUND(100,I,0)

NEXT I

 

would be properly compiled into a sound list of 100ms tones sweeping from 110Hz to 400Hz by increments of 10Hz?

Not quite right. There are two ways to generate sound lists: SLCOMPILER and SLCONVERT.  There are quite a number of pages devoted to this in the docs which I won't repeat here. Be sure you are reading the docs with "Dolcetto".

An example:

10 FOR I=1 TO 4

20 CALL SOUND(100,220,0)::CALL SOUND(100,330,0)::CALL SOUND(100,440,0)

30 NEXT I

SLCOMPILER would make a sound list that would play line 20 four times.

 

SLCONVERT works differently and could do what you want and more.

10 CALL LABEL("LOOP1")

20 FOR I=110 TO 400 STEP 10::CALL SOUND(100,I,0)::NEXT I

30 CALL LOOP("LOOP1",4)

 

SLCONVERT would make a sound list that would play the ascending notes in line 20 and they would be played 4 times.



#207 OLD CS1 OFFLINE  

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Posted Sat Apr 14, 2018 10:25 PM

Okay, so not so much for tone value sweeps but rather just for looping repeating sections, it appears.  I can still be of service.



#208 OLD CS1 OFFLINE  

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Posted Yesterday, 8:37 PM

ON BREAK NEXT causes the compiled program to hang.  How do you disable BREAK?

 

I guess this is not an issue running as an EA5, only when running with the XB loader.






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