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nanochess

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Everything posted by nanochess

  1. Last and not least, Konami made amazing renditions of drums for Penguin Adventure. I should decode this some day (saying same since 20 years ago). https://www.youtube.com/watch?v=a-rZdXVhYu0
  2. Thanks for the tip. Yep, this is a cuasi-flute because I needed to make it different from the simple square wave and most songs play with speed of 7 to 10 with short notes. So the vibrato wouldn't be seen never. BTW talking about instruments, Kai Videogames also made his own instruments with the IntyBASIC player, it can be heard in Ninja Odyssey and TNT Cowboy videos.
  3. Having advances with the game The Lunar Valley level is now fully playable. A little teaser.
  4. Got a cold just when I didn't needed it! >_

    1. GoldLeader

      GoldLeader

      That always sucks! Get Better Nanochess!

    2. Kiwi

      Kiwi

      That means we're getting a new game or program soon right? Feel better man.

    3. nanochess

      nanochess

      Thanks GoldLeader and Kiwi! :)

    4. Show next comments  57 more
  5. Repeat the data at the end, so you don't have to add a lenghty comparison inside the loop. The start pointer is the only that should return to 0 once you reach 24.
  6. It's extremely difficult to generate modulations on the AY-3-8914. So far I've found certain tricks to achieve this. One of these is to play with the volume to get a kind of different instruments using only a single channel. There are two tools available for playing with a single channel: 1. Moving the volume. 2. Moving the frequency. Typically a piano attacks, decays and sustain. I need to resort to explaining with code examples: ; ; Generates a bass ; _bass_instrument: PROC SLL R3,2 ; Lower 2 octaves ADDI #_bass_volume,R1 [email protected] R1,R1 ; Bass effect IF DEFINED intybasic_music_volume B _global_volume ELSE JR R5 ENDI ENDP _bass_volume: PROC DECLE 12,13,14,14,13,12,12,12 DECLE 11,11,12,12,11,11,12,12 DECLE 11,11,12,12,11,11,12,12 ENDP ; ; Generates a piano ; R3 = Frequency ; R1 = Waveform position ; ; Output: ; R3 = Frequency. ; R1 = Volume. ; _piano_instrument: PROC ADDI #_piano_volume,R1 [email protected] R1,R1 IF DEFINED intybasic_music_volume B _global_volume ELSE JR R5 ENDI ENDP _piano_volume: PROC DECLE 14,13,13,12,12,11,11,10 DECLE 10,9,9,8,8,7,7,6 DECLE 6,6,7,7,6,6,5,5 ENDP ; ; Generate a clarinet ; R3 = Frequency ; R1 = Waveform position ; ; Output: ; R3 = Frequency ; R1 = Volume ; _clarinet_instrument: PROC ADDI #_clarinet_vibrato,R1 [email protected] R1,R3 CLRC RRC R3,1 ; Duplicates frequency ADCR R3 ADDI #_clarinet_volume-_clarinet_vibrato,R1 [email protected] R1,R1 IF DEFINED intybasic_music_volume B _global_volume ELSE JR R5 ENDI ENDP _clarinet_vibrato: PROC DECLE 0,0,0,0 DECLE -2,-4,-2,0 DECLE 2,4,2,0 DECLE -2,-4,-2,0 DECLE 2,4,2,0 DECLE -2,-4,-2,0 ENDP _clarinet_volume: PROC DECLE 13,14,14,13,13,12,12,12 DECLE 11,11,11,11,12,12,12,12 DECLE 11,11,11,11,12,12,12,12 ENDP ; ; Generates a flute ; R3 = Frequency ; R1 = Waveform position ; ; Output: ; R3 = Frequency ; R1 = Volume ; _flute_instrument: PROC ADDI #_flute_vibrato,R1 [email protected] R1,R3 ADDI #_flute_volume-_flute_vibrato,R1 [email protected] R1,R1 IF DEFINED intybasic_music_volume B _global_volume ELSE JR R5 ENDI ENDP _flute_vibrato: PROC DECLE 0,0,0,0 DECLE 0,1,2,1 DECLE 0,1,2,1 DECLE 0,1,2,1 DECLE 0,1,2,1 DECLE 0,1,2,1 ENDP _flute_volume: PROC DECLE 10,12,13,13,12,12,12,12 DECLE 11,11,11,11,10,10,10,10 DECLE 11,11,11,11,10,10,10,10 ENDP Notice how each instrument has a waveshape using only the volume (the first 8 are the attack always in my player), the next 16 are the sustain phase. There is no decay phase, the player only mutes the channel. The clarinet instrument duplicates frequency to get another sound, the bass instrument lowers frequency by two octaves, while the flute instrument applies a kind of vibrato to frequency. Also it's limited to the frequency of video update. Still there are things that can be applied to generate surprising things like arpeggios (going upward with each key) or portamento (moving the frequency to the next key pressed) The way to get disco-like sounds is using the frequency of envelope and envelope shape (the envelope shape generates NES-like triangular shapes!!!). To align it with the playing frequency, you need to divide the note value by 8, 16 or 32 and round, but this doesn't align perfectly except for some carefully choosen bass notes. Moving the frequency of envelope by a few values can get some incredible sounds of distortion. Here is a good example of using the envelope for the bass. https://www.youtube.com/watch?v=9GqGjuj4mNA Sorry for my lenghty post but I had to write it before losing the inspiration, I would like to add some examples but I'm out of time.
  7. Hi. Just saw this image made with the PETSCII character set of C64, and I was wondering if the predefined character set of Aquarius could be up the task. I'm afraid I don't have looked at it, so someone knows the answer?
  8. No beers have been drank but if you want to try...
  9. A pretty vitaminic juice of oranges and nopal.
  10. You cannot be painted in gold when you have a wife No problem, bring me your games ideas!!!
  11. And this reminds me that I should shop for more rare Mexican Intellivision releases for Rev, that later he will sell to you
  12. This reminds me that I forgot to sign it!!!
  13. Hi all. Good news! I'm still able to get out of my Intellivision cavern! I've just meet Oscar G. at Mexico City at a very centric restaurant We've talked all and very loud about Intellivision, including the best gossip of the community Although I'm pretty sure he was sent by the Intellivision community just to make sure I'm not an android He gifted me a cool box with a set of Sears Overlays, and of course I've had to give him a copy of my book. BTW, greetings received intymike!!!
  14. All the best for you. Thank you for everything!
  15. The TI-99/4A is working like an advanced yet low resolution videodisc player, but instead of using a disc it is using a 128MB Flash Memory, reading it and putting it to screen as fast as possible while feeding sound chip at same time. As all the video data is inside the Flash Memory and the RAM is used only for a few variables and score then you don't need a memory expansion. Of course this is an oversimplification as Tursi did something really amazing in the video and sound conversion and required calculations to keep everything in timing. One question of mine: how many seconds takes to program the 128MB Flash?
  16. I would suggest using 'int ch' instead of 'char ch'.
  17. First post now includes video of the scrolling tunnel
  18. The game becomes really harder in next levels, the sun is speedy giving you less time, the enemies are faster, the enemies change direction more often, etc. Don't worry, the controls keep responsive and if you feel like the game is pretty easy, you can start in a more advanced difficuly level (the demo only has medium difficulty mode). I think you will be pretty satisfied. Thanks for your comments!
  19. I hope everyone enjoyed my little joke. Now looking forward to complete this game
  20. Glad you like it I think I found interesting the game so I had to do something. Then I should choose a more obscure prototype for next year
  21. ftp.nanochess.org Haha I expected no one to read the video description So for now my personal prank mark is 32 minutes before discovery. Don't worry. You made me very happy
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