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digress

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Everything posted by digress

  1. I love it. how can I use the output in my c program. Keep up the cool work.
  2. looks interesting. Try to record something for youtube. yiy might want to discuss more virtual attendance inyout=r upcoming adamcon format discussion. are you guys having a chat tonight? or on the weekend? Thanks
  3. yeah I agree. to be clear sg-1000 games work fine on this system. ignore the claim.
  4. I have one that works right here. Just hook up the same cable that you use for your intellivision or colecovision 1 Thing It works on a different channel. Probably channel 2 or 3 from what your other system runs on. Other than that you are good to go. It runs colecovision games well, although some homebrews the cartridge doesn't make sufficient contact to run. It also runs sg1000 carts and I have a sega card catcher with mine and it can run sega my cards. You got the power supply , Better check that. If you got it from france it might be 220v and now 110 and won't work.... I just looked at your pics looks ok, dual voltage. The power supply is the most difficult part. I had to make my own.
  5. ok, cool. I had that working then already. I was trying to removed the snd_table and disable the bios sound routines so that would explain why the stop_sound was not working. I figured it would work anyways even if no sound table was set or loaded since it wasn't trying to stop a specific sound.
  6. I have just run into this same problem. I'm actually trying to disable the bios sound routines but none of these "Start_sound", "Stop_sound", Update_sound" routines seem to be there. Did you find a solution ? Thanks
  7. Nope didn't work, I removed all disable nmi from the project except for major writes to the vram (tables loading mostly) . Got a little graphic corruption but not much . I'll track down which part later. I Put the stplay only in the nmi routine. Now the timing is correct throughout the game, the joystick works but the sound is muted or distorted exactly as in the example I showed earlier. http://www.eriscreations.com/downloads/test2.zip My work around has been to call the stplay from outside the nmi routine followed immediately by a delay(1) and disable the nmi while I do this . Sound is then correct but the joystick stops working even when nmi is re-enabled and the joystick input routines are not within a disable/enable. nmi. I don't want to bug you. I'm just posting my update / thoughts as I'm working on it. It's got to be something minor . I'll figure it out it's just a funny/frustrating problem.
  8. yeah when I put stplay inside the nmi routine the timing is correct but distorted. that's why I was trying it outside of it. I'm going to try what kiwi suggested about only disabling nmi only during large vram writes. I currently have it used during any sprite updates which might be overkill. overuse of disabling nmi may be causing the distortion. i'll post an update after i try a few things. 1 positive thing I managed to do today also was convert a midi file into a vgm and then into a packed file and it worked and sounded as expected with the player library. Anyways this seems like the last hurdle
  9. Meant to comment on this a few days ago. Looks pixel perfect. Very nice. Could you use the Atari 2600 paddle controllers possibly? This game was incredibly fun on Atari 2600 Or even the existing coleco controllers such as the roller controller or the superaction controller speed roller. with the super action controller you could even control 4 players and the functionality already exists. I mean, I even mastered coleco football (American style) with that dame speed roller. It can be done. and base running in baseball
  10. Cool thanks for the info. I will look through it and start some experiemtns right after I finish my current project.
  11. last problem I'm having is: I call the stplay from my main program loop but in order to get the playback timing to work and it to sound as it should I need to call a delay(1) (1 cycle? I think) this corrects the music and it plays with no distortion. the sprites animate and the bg is proper. however it completely disables joystick or keypad input so I can't move or even start the game. a kind of work around is to make a for..I loop to waste some time instead of using delay(1) but this distorts the music. the joystick input works this way though. now if I put a delay(1) without stplay() it doesn't effect the joystick input. I'm not sure what is going on.
  12. Actually the second game looks more interesting to me than the first. I need more info about scrolling bgs for the next project. . Great job.
  13. edit. I realize it should be in the nmi routine and this was just a backwards way of getting it to work. So I'm leaving it in the nmi routine but at least I know it works.
  14. I got it! It's now working with graphics and sprites & the music is working . After trying a bunch of different things...I'm not %100 sure what I did different as I changed too many things at once. seems the main thing was to put in a delay(1) and have the stplay in my main loop rather the the nmi routine. Now I'm going to try it in the full game seem if I can get the whole package at once working.
  15. Can you put me down for one regular copy 11-100 if someone drops out or on the back order list. Thanks Elektronite always delivers great quality and on time.
  16. Ok I got a little further. I got a working compile with the graphics on screen and the music playing from your library. Music sounds great before I bring in the getput libraries but Music is distorted for some reason though after I attached the getput library. I attached 2 files. 1 without any getput libraries attached and the same file after I got the libraries attached and graphics on screen. same music file other wise. http://www.eriscreations.com/downloads/test2.zip
  17. I like to support homebrews. I can't buy every one but I would like my 2 orders converted to the new Sydney Hunter Game. It looks great. So just leave me on the confirmed list for this new game. I'm a coleco guy so I was really looking forward to smurf as I grew up with the coleco game. But this is a good compromise. how about "Barfs" he's turns green from too much beer and has to stagger home stopping to chuk his guts every screen or so while avoiding falling into the ditch.
  18. yeah , this is cvnotes also by Daniel Bienvenu. And it has the noise channel generator built in. It's great for creating sound effects too. it generates the codes for you. http://www.eriscreations.com/downloads/cvnotes.zip
  19. That sounds cool. The multitracks are nice once you get them all going. I got my screen covered in tracker windows. Great job
  20. awesome. I wish I could try it out right now. Later today when I have some time. I'll let you know if I can get it as well.
  21. I checked, it seemed to send to the address above replaceing the @ symbol of course. Oh well , it doesn't matter. Here is the little sample; sample I can compile this as long as the player.c is not compiled along with it. If I rename player.ccc to player.c it doesn't work. I can attached the player.h header file and the compile will work but not the player.c I noticed crt0.s is looking for _my_nmi as opposed to nmi in the crtcv.s . I tried putting in both but no success. I'm just guessing. I'm not sure. I have compiled this using the cci2 inluding the crtcv.rel, getput and cvlib files options Thanks for looking.
  22. I sent you a small sample in the email which I was using to test bring the player.c into another getput sample. Thanks.
  23. Ideally, It would be great to code 3 sound channels simultaneously and the noise channel so you can better match up the different channels timing wise for 2 part or 3 part music pieces. But perhaps a simple way to change this is channel 1 or channel 2 or channel 3 for the notes output so it would out put 0x40 instead of 0x80 . I'm not sure about the 64 note length. Is that a tracker thing? is it possible to extend the length? You said you are putting in different note lengths which was the other obvious thing It's very useful. Output of usable music code is a really nice improvement.
  24. Yeah, I've testing. The moment I include the player library it kills to compiled rom in SDCC with its default compiling. I was able to use your command line sdcc compile options and get it to compile with your library and the getput library and coleco library and play the music but the moment I make a call to the getput1 library it kills the compiled rom. Any ideas what else I can try. Thanks. It clearly plays the music perfectly. So I'm really interested in adding this nice option with full credit to my project. The music I hand coded is inadequate.
  25. I'll try it out right now and let you know. ... Confirmed it is now working on my system win 64 bit. Thanks , I'll try out the program now.
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