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newcoleco

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Everything posted by newcoleco

  1. March 31, 2018 Rev J + ADJUSTED VOLUME + MODIFIED INTRO MUSIC It sounds fine on real hardware, I'm keeping this version. Mission Complete!
  2. Note: Tested all the ROM files with a real unmodified ColecoVision game system running on a good old CRT (Cathode Ray Tube) TV set and everything works fine. But, I've noted the loud sounds are distorted, so I will try to tweak the volume down for the "END LEVEL" music and the "CHOPPA" sound effect which are the 2 loudest ones of the bunch to make it sound fine on my retro gaming set.
  3. March 30, 2018 Rev I + Added Sound FX FREE CAPTIVE-SOLDIER + Added Music Intro Level with Chopper (helicopter) MUSIC BOX COMMAND COMPLETED ROM FILE commando-musicbox-2018-revI.zip I consider the sound part to be complete... some might want even more, like an explosion, but there is a time when we have to say "Okay, time to focus on something else!" I've started a title screen with, of course, the 1985 action movie Commando starring Arnold Schwarzenegger. https://en.wikipedia.org/wiki/Commando_(1985_film) ! BONUS ! AND TO SHOW AGAIN TO THE WORLD THAT I DO THIS AS A HOBBY COMMANDO ROM + SOURCE FILES (TNIASM) COMMANDO.zip If you wanna continue this project and have fun with it, please give credits where credits are due. And yes, this project is powered by DAN2 data compression, so it's all my codes made from scratch.
  4. Oops, thanks for the bug report. This bug is also present in DAN1 and DAN3 tools since the main structure is the same. I will have to check it out. Windows and Mac versions, that's very nice! The next step could be to make a DAN2-to-RAM routine, derived from the DAN2-to-VRAM version... or someone already did one? And, it seems DAN2 works better for my projects than DAN1 or DAN3 anyway. DAN3 would be great if only I use more elaborated pixel-art graphics which I don't. DAN2 is the winner for me by a few bytes.
  5. March 29, 2018 Rev H + Added 2 Sound FX: SUPPLY when you collect more grenades, MOTOR when a tank or jeep is passing by. There are at least 2 sound effects left in my todo list; I would like to add the helicopter bringing the commando guy, and the bonus for freeing a soldier (an SFX not in the original C64 version). I don't have much planned time left in my schedule to continue and the sound data is taking pretty much 16KB already, so I make no promise.
  6. March 26, 2018 Rev G + Tweak noise for all the music + Added noise effect at the start of every note for the victory (end level) music, to give it more punch + Added Sound FX when shooting letters to enter your name (High Score) The missing sound effects are a bit hard to compose similar as the original sounds by Rob Hubbard, so I will just go with what I feel is good enough and end this music+sfx project this week.
  7. March 21, 2018 Rev F + Tweaked in-game music with shaker/cabasa effect in the first half of the music + Added Sound FX bonus life (free man)
  8. March 20, 2018 Rev E + Tweaked High-Score music noise effect + Added Sound FX throw grenade (shorter than the original but sound similar enough)
  9. Have you seen the "remastered" Commando for the Commodore 64 released in 2016 (I think)? There are now cutscenes, more options/musics/sfx.
  10. Well, the time is come to reveal the identity of the mysterious music. It was simply the Commodore 64 version of the Commando HIGH SCORE screen composed originally by Rob Hubbard. I've added a ROM file for everyone to enjoy, plus some extra DOWNLOAD AND DREAM!
  11. True, I saw your spoiler. I wanted to wait for others to give it a try and then realised I could just reply to your more recent post.
  12. You got it! Updated the music data - a bit more melody added to it
  13. I give you this... it's not from any console video game, but could be. It was originally composed as part of a PAL adaptation of an arcade game. Chiptune fans surely have heard this music before.
  14. I'm leaving here the first draft of a music I'm currently working on. It's based on a famous chiptune many should recognize. It took me about 3 hours to figure out the proper notes, sound effects and what overall feels nice to my ears (essentially means, I am able to listen without the feeling that something is out of place). Keep in mind that I code music note by note, no help of any music tracker, it's all done by hand which takes a lot of time, patience, a minimum of music knowledge, and listening to the original material over and over again. You can try to compile the music data in a program with the proper calls to the Coleco OS sound routines, check the coding guides, OS7 ColecoVision BIOS listing. It should also work with ADAM EOS sound routines since they are essentially the same. You can also try to use a keyboard and play the notes mentioned in the comments. You can also play directly the data with one of my sound tools without compiling anything. Hint: the capital letters HS refer to the words High Score. And for those who really can't try the music data listings, at least you can listen to the result. March 31, 2018 - MODIFIED (ROBHUBBARDIFY) MUSIC INTRO LEVEL commando-musicbox-2018-revJ.zip March 30, 2018 - ADDED FX-FREE, MUSIC INTRO LEVEL with FX-CHOPPA commando-musicbox-2018-revI.zip March 29, 2018 - ADDED FX-SUPPLY, FX-MOTOR commando-musicbox-2018-revH.zip March 26, 2018 - ADDED FX-LETTER commando-musicbox-2018-revG.zip March 21, 2018 - ADDED FX-LIFE commando-musicbox-2018-revF.zip March 20, 2018 - ADDED FX-GRENADE commando-musicbox-2018-revE.zip March 17, 2018 - ADDED AREA COMPLETE + FX-DEATH commando-musicbox-2018-revD.zip Version March 7, 2018 - Melody completed. Tweaked some volume-effects. ; Daniel Bienvenu ; March 7, 2018 ; Music Data music_HS_ch0_A: .db 0x00,0x00,0x84,0x02 .db 0x02,0x23,0x0e,0x12,0x21 .db 0x00,0x00,0x64,0x01 .db 0x00,0x00,0x33,0x0f .db 0x02,0x45,0x10,0x1c,0x21 .db 0x00,0x00,0x84,0x02 .db 0x02,0x23,0x0e,0x12,0x21 .db 0x18 music_HS_ch3_A: .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x51,0xf0,0x80 ; F#2 .db 0xc0,0x6c,0xf0,0x80 ; C#2 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x66,0xf0,0x40 ; D2 .db 0xc0,0x5a,0xf0,0x40 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x66,0xf0,0x40 ; D2 .db 0xc0,0x5a,0xf0,0x40 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x66,0xf0,0x40 ; D2 .db 0xc0,0x5a,0xf0,0x40 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x66,0xf0,0x40 ; D2 .db 0xc0,0x5a,0xf0,0x40 ; E2 .db 0xd8 music_HS_ch1_A: ;; A4 .db 0x40,0xFE,0x80,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0xFC,0x71,0x01 .db 0x40,0x00,0xf0,0x04 ;; E5 .db 0x40,0xAA,0x80,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0x00,0xf0,0x04 ;; A5 .db 0x40,0x7F,0x80,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x00,0xf0,0x04 ;; E5 .db 0x40,0xAA,0x80,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0x00,0xf0,0x04 ;; A5 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x00,0xf0,0x04 ;; A5 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x00,0xf0,0x04 ;; E5 .db 0x40,0xAA,0x80,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0xAA,0x70,0x01 .db 0x40,0x53,0x71,0x01 .db 0x40,0x00,0xf0,0x04 ;; A5 .db 0x40,0x7F,0x80,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x7F,0x70,0x01 .db 0x40,0xFE,0x70,0x01 .db 0x40,0x00,0xf0,0x04 .db 0x58 music_HS_ch2_A: ;; - 1 - .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe4,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe4,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe4,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x30,0xe4,0x11 ; F#4 .db 0x82,0x0D,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 ;; - 2 - .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe4,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe4,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe4,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x20,0xe4,0x11 ; F#4 .db 0x82,0x53,0xc1,0x30,0xe4,0x11 ; E4 ;; - 3 - .db 0x82,0x53,0xc1,0x30,0xe4,0x11 ; E4 .db 0x81, 0x56, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x61, 0x03, 0x22, 0x03 .db 0x82,0x2e,0xc1,0x10,0xe4,0x11 ; F#4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x82,0x0D,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x81, 0x10, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x61, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x61, 0x03, 0x22, 0x03 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0xE2,0xc0,0x10,0xe4,0x11 ; B4 .db 0x82,0xCA,0xc0,0x20,0xe4,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x10,0xe4,0x11 ; B4 .db 0x81, 0xE5, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x60, 0x03, 0x22, 0x03 .db 0x82,0xCA,0xc0,0x10,0xe4,0x11 ; C#5 .db 0x82,0xBE,0xc0,0x10,0xe4,0x11 ; D5 .db 0x82,0xBE,0xc0,0x20,0xe4,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe4,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 ;; - 2 - .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x60, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe4,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe4,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe4,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe4,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe4,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x20,0xe4,0x11 ; F#4 .db 0x82,0x53,0xc1,0x30,0xe4,0x11 ; E4 ;; - 4 - .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x80,0x00,0xf0,0x10 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0d,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0xE2,0xc0,0x10,0xe4,0x11 ; B4 ;; - 5 - .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x80,0x00,0xf0,0x10 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0d,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 ;; - 4 - .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x80,0x00,0xf0,0x10 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0d,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0xE2,0xc0,0x10,0xe4,0x11 ; B4 ;; - 5 - .db 0x82,0xFE,0xc0,0x20,0xe4,0x11 ; A4 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x60, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x61, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 .db 0x80,0x00,0xf0,0x10 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x82,0xFE,0xc0,0x10,0xe4,0x11 ; A4 .db 0x82,0x0d,0xc1,0x10,0xe4,0x11 ; Ab4 .db 0x82,0x53,0xc1,0x10,0xe4,0x11 ; E4 .db 0x82,0x7d,0xc1,0x10,0xe4,0x11 ; D4 .db 0x98 Version February 28, 2018 - 1 more hour of work on it. Tweaked a little the volume and added more to the melody. ; Daniel Bienvenu ; February 28, 2018 ; Music Data music_HS_ch0_A: .db 0x00,0x00,0x74,0x02 .db 0x02,0x23,0x0e,0x1b,0x31 .db 0x00,0x00,0x74,0x02 .db 0x02,0x63,0x0e,0x1b,0x31 .db 0x02,0x35,0x10,0x1c,0x21 .db 0x00,0x00,0x74,0x02 .db 0x02,0x23,0x0e,0x1b,0x21 .db 0x18 music_HS_ch3_A: .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 ;; .db 0xc0,0x51,0xf0,0x80 ; F#2 .db 0xc0,0x6c,0xf0,0x80 ; C#2 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 .db 0xd8 music_HS_ch1_A: .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F ; A5 .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x80, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0xa0, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0xd0, 0x02, 0x11, 0x7F ; .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 .db 0x58 music_HS_ch2_A: .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe5,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe5,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe5,0x11 ; A4 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xFE,0xc0,0x20,0xe5,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe5,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x30,0xe5,0x11 ; F#4 .db 0x82,0x0D,0xc1,0x10,0xe5,0x11 ; Ab4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 ;; .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe5,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe5,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe5,0x11 ; A4 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xFE,0xc0,0x20,0xe5,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe5,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x20,0xe5,0x11 ; F#4 .db 0x82,0x53,0xc1,0x30,0xe5,0x11 ; E4 ;; .db 0x82,0x53,0xc1,0x30,0xe5,0x11 ; E4 .db 0x81, 0x56, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x56, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x50, 0x41, 0x03, 0x22, 0x03 ; .db 0x82,0x2e,0xc1,0x10,0xe5,0x11 ; F#4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x82,0xFE,0xc0,0x20,0xe5,0x11 ; A4 ; .db 0x82,0x0D,0xc1,0x10,0xe5,0x11 ; Ab4 .db 0x81, 0x10, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x41, 0x03, 0x22, 0x03 .db 0x81, 0x10, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0x0A, 0x41, 0x03, 0x22, 0x03 ; .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x82,0xE2,0xc0,0x10,0xe5,0x11 ; B4 .db 0x82,0xCA,0xc0,0x20,0xe5,0x11 ; C#5 ; .db 0x82,0xE2,0xc0,0x10,0xe5,0x11 ; B4 .db 0x81, 0xE5, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xE5, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xDF, 0x40, 0x03, 0x22, 0x03 ; .db 0x82,0xCA,0xc0,0x10,0xe5,0x11 ; C#5 .db 0x82,0xBE,0xc0,0x10,0xe5,0x11 ; D5 .db 0x82,0xBE,0xc0,0x20,0xe5,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe5,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xFE,0xc0,0x20,0xe5,0x11 ; A4 .db 0x98 Version February 27, 2018 - First draft, 3 hours of work. Base line and 1st mesure of the melody. ; Daniel Bienvenu ; February 27, 2018 ; Music Data music_HS_ch0_A: .db 0x00,0x00,0x74,0x02 .db 0x02,0x23,0x0e,0x1b,0x31 .db 0x00,0x00,0x74,0x02 .db 0x02,0x63,0x0e,0x1b,0x31 .db 0x02,0x25,0x10,0x1c,0x12 .db 0x00,0x00,0x74,0x02 .db 0x02,0x23,0x0e,0x1b,0x21 .db 0x18 music_HS_ch3_A: .db 0xc0,0x88,0xf0,0x80 ; A1 .db 0xc0,0x98,0xf0,0x80 ; G1 .db 0xc0,0x66,0xf0,0x80 ; D2 .db 0xc0,0x5a,0xf0,0x80 ; E2 .db 0xd8 music_HS_ch1_A: .db 0x41, 0x7F, 0x50, 0x02, 0x11, 0x7F ; A5 .db 0x41, 0x7F, 0x50, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x50, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x60, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x70, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0x80, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0xa0, 0x02, 0x11, 0x7F .db 0x41, 0x7F, 0xd0, 0x02, 0x11, 0x7F ; .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x60, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x60, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x60, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x60, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x60, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 ; .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 ; E6 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x50, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x60, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x70, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0x80, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xa0, 0x02, 0x11, 0x55 .db 0x41, 0x55, 0xd0, 0x02, 0x11, 0x55 ; .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 ; A6 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x50, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x60, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x70, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0x80, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xa0, 0x02, 0x11, 0x40 .db 0x41, 0x40, 0xd0, 0x02, 0x11, 0x40 .db 0x58 music_HS_ch2_A: .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0xcd, 0x40, 0x03, 0x22, 0xFd .db 0x81, 0xC7, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xBE,0xc0,0x10,0xe5,0x11 ; D5 .db 0x82,0xCA,0xc0,0x20,0xe5,0x11 ; C#5 .db 0x82,0xE2,0xc0,0x20,0xe5,0x11 ; B4 .db 0x82,0xCA,0xc0,0x30,0xe5,0x11 ; C#5 .db 0x82,0xFE,0xc0,0x30,0xe5,0x11 ; A4 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x40, 0x03, 0x22, 0x03 .db 0x81, 0x01, 0x41, 0x03, 0x22, 0xFd .db 0x81, 0xFB, 0x70, 0x03, 0x22, 0x03 ; .db 0x82,0xFE,0xc0,0x20,0xe5,0x11 ; A4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x82,0x0D,0xc1,0x20,0xe5,0x11 ; Ab4 .db 0x82,0x2E,0xc1,0x30,0xe5,0x11 ; F#4 .db 0x82,0x0D,0xc1,0x10,0xe5,0x11 ; Ab4 .db 0x82,0xFE,0xc0,0x10,0xe5,0x11 ; A4 .db 0x98 I hope someone will give it a try. Maybe someone new to Coleco programming will enjoy figure it out. Do not spoil the mystery! I will reveal when I am done composing the music. Leave a comment!
  15. It's been more than a year now that Scubbly is down. After so much time not fixing this issue of "Where I'm gonna sell my ROM files?", I've decided to release the binary file freely of my original game: Title: ColecoVision Flora and the Ghost Mirror Author: Daniel Bienvenu Release Date: December 2012, but cartridges were released in 2013 Info: Inspired by and dedicated to Gabriela Brindusa As explained in a previous post, this game is filled with personal Easter eggs since it'S all based on what my girlfriend of the time liked: Celtic music, Meditation, Fairies, Jewelry, Horoscope (it's not random placed stars, they are constellations), Living plants, Healing powers, and so on. No wonder this game looks so different than my other games and some "game logic" have sense only if you know her. Download: https://drive.google.com/file/d/1fHM-Exl3tJMwGz5m8P4SMmC6JdT0lJGH/view?usp=sharing *BONUS QUESTION* The game ends with a happy ending, everyone is dancing, with a message about being the first Flora game. What's your opinion about what should be the sequel to this game?
  16. These ROM files are working just fine on real hardware, aka standard ColecoVision game system, and they work on BlueMSX (vanilla ColecoVision settings) on my computer just fine as well. Depending on your data and your needs, one data compression method should work better than another. And it's not necessary to use "the best" option when you can use a method you like and still do the job. Side note: DAN0 is not a LZ77 variant, it's a boosted RLE with fixed Huffman encoding and a little extra bytes saving if it reuse common bytes between data tables. Pletter is a LZ77 variant without any optimization like a Huffman encoding. DAN1, DAN2 and DAN3 are LZ77 variants more focussed on saving bits than Pletter and with a fixed-Huffman encoding optimization, and RLE optimization for DAN1 and DAN3. Glad to hear CoolCV can run them just fine.
  17. DOWNLOAD ColecoVision SlideShow Sample in 5 formats: SLIDESHOW SAMPLE.ZIP README.TXT Hello everyone, My name is NewColeco and I'm gonna tell you what I've been worked on during the last 3 years. Not everyone is aware that graphics are very difficult to add in our beloved homebrew games, especially within the standard 32K cartridge size. To make things worse, some graphics cannot be compressed at all to keep the action fluid and fast. In order to add great looking bitmap screens and tilesets into our projects, we use data compression. I've been working very hard on lossless data compression for our graphics data. My new compressed formats are named DAN1, DAN2, and DAN3; they work especially well for big graphics like charset and bitmap screens. They are, technically speaking, LZ77 variants and developed based on our graphics need. The ZIP file in the download section contains 5 files of the exact same slideshow sample, the only difference is the data compression format used in each one of them. Information about the Slideshow ROM files: in Pletter - ROM size 27730 bytes. in ZX7 - ROM size 27665 bytes. in DAN1 - ROM size 27094 bytes. in DAN1 without RLE support - ROM size 27078 bytes. in DAN3 - ROM size 26999 bytes. For this slideshow sample, saving about 700 bytes is a big deal; should be enough to add an extra picture without going over 32K. Now you know what I've been working on lately. Question? Thanks for reading!
  18. WARNING MAJOR UPDATE JANUARY 26, 2018 FIXED BUG IN RLE COMPRESSION - PLEASE UPDATE TO BUILD # 20180126 An error of logic in the DAN3 compression tool causing no possible RLE compression resulting to artificially inflated compressed files, and also the decompression " -d " mode of the same tool refused to decode any RLE codes from the compressed files. Both problems are now fixed and should be quite bug-free. Sorry for any bad compression ratio you may have experienced with a previous bugged version of this tool. Have a nice day!
  19. UPDATE January 23, 2018 Fixed DAN3 (de)compression tool final(?) version with source code. Fixed the fast compression method "-f" to get better compression ratio. Modified the help text "-h" to show DAN3 instead of DAN37. January 18, 2018 Added DAN3 (de)compression tool final(?) version with source code. Limit the maximum of bits used for large offset values. " -m 13 " (13 bits max which covers 8K like the ASM decompression code posted). Remove support of RLE with " -r ". Decompress a DAN3 file with " -d ". Faster compression algorithm (experimental), less optimization, with " -f ". The help information " -h " mentions this tool as "DAN37" which was its project branch name on my computer. REMINDER This is not a miracle solution. DAN3 performs better with elaborated graphics rather than simple and empty screens (use DAN2 in that case). I hope you enjoy the new version of this DAN3 tool. Recompile and adapt it based on your needs. I would love to hear news from people who actually used my compression tools since DAN1.
  20. Very happy to see the evolution of TeamPixelboy, the budget games and now this big release of ROM files and news of some more incoming games. I'll use my AtariMax Ultimate SD for ColecoVision with these games... any chance to get the manual txt files to put in the multicart as well? Playing with emulators is nice but I want to show this to my friends next time I see them with the real hardware and have a retro gaming party.
  21. Intellivision Graphics Compression with DZ-Jay After some talk with DZ-Jay, we figured out that bytes modifications "on the fly" were needed, and so it was better to do either a basic RLE data compression or, considering the particular graphics data structure and size, something like a fixed dictionary of 16-bits words in it that can be shared between multiple screens and referenced by simply 8-bits values (a byte). Pletter versus ZX7 (more...) I've done some more experiments with Pletter lately and I've noticed a lack of efficiency. The offset value is encoded in such a way that Pletter needs an extra bit for relative offsets larger than 127; ZX7 avoids this need. However, ZX7 lacks an adjustable size for big offset values which favors Pletter over ZX7 when the number of bits needed fixed in ZX7 is not already the best possible option. Also, I've tried to code a more aggressive Pletter data compression tool and the results only save like a bit which is insignificant (really, a bit isn't even enough to save a byte in most cases).
  22. By reusing what works from DAN1 and DAN2, I've missed an optimization with the DAN3 to VRAM routine. At the same time, why fix what is not broken. So, use the previous version that works just fine just to be sure. The optimization I've missed is the maximum sequence length allowed in DAN3, which is only 254 bytes, an 8-bits value, so there is no need for a full 16-bits pair register BC in the loop. So, we can remove the "pop bc" and "push bc" and get a smaller routine. It should not really improve the decompression speed considering how tricky dealing with Video RAM timing can be. According to the Z80 documentation, "DJNZ" is 13 cycles long when the register B is not equal to zero, and 3 NOPs (the typical delay) is 12 cycles, so this code here doesn't need an extra delay like "NOP" before the "DJNZ" opcode. *TESTED* IT WORKS ON A REAL COLECOVISION GAME SYSTEM JUST FINE *Updated: December 24, 2017 - fixed a few lines in order to use only B and not BC for match length value. Routine even smaller and faster now. ; dan3.s ; DAN3 Lossless Data Compression Format by Daniel Bienvenu ; DAN3 Decompression to VRAM ; 24 December, 2017 ; Size: 195 (?) bytes ; HL = SOURCE ; DE = DESTINATION ; global from this code ;================ .globl _dan3 ; void dan3 (void *data, unsigned vram_offset); .globl dan3 ; HL = ADDR. TO COMPRESSED DATA , DE = DESTINATION IN VRAM ; Wrapper to get values from parameters (register pairs) _dan3: pop bc pop de pop hl push hl push de push bc ; HL = SOURCE ; DE = DESTINATION dan3: ; Set Write in VRAM at DE ld c,#0xbf out (c),e set 6,d out (c),d res 6,d ; Set A for reading a bit routine ld a,#0x80 ; Important to save the IX register push ix ld ix, #get_bit_e+3 dan3_offsetsize_loop: dec ix dec ix dec ix call get_bit ; check next bit jr c, dan3_offsetsize_loop ; Copy literal byte dan3_copy_byte: ld b,#0x01 dan3_literal2main: ld c,#0xbe dan3_literals_loop: outi inc de jr nz, dan3_literals_loop ; Main loop dan3_main_loop: call get_bit ; check next bit jr c,dan3_copy_byte ; Decode Exp-Golomb + Special Marker push de ld de, #0x0001 ld b,e dan3_expgolomb_0: inc b call get_bit ; check next bit jr c, dan3_expgolomb_value bit 3,b jr z, dan3_expgolomb_0 ; Special Marker pop de call get_bit ; check next bit jr c, dan3_literals pop ix ret ; EXIT dan3_literals: ld b, (hl) ; load counter value (8 bits) inc hl inc b jr dan3_literal2main dan3_expgolomb_value: dec b dan3_expgolomb_value_loop: call get_bit_e ; check next bit -> DE djnz dan3_expgolomb_value_loop dec e ld b, e dec e jr z, dan3_offset1 ; D = 0, E = ??, B = LENGTH ; Decode Offset value ld e,d ; e = 0 call get_bit ; check next bit jr nc, dan3_offset3 call get_bit jr nc, dan3_offset2 call get_highbits_e ; read some bits -> E inc e ld d,e ; D = E + 1 dan3_offset3: ld e, (hl) ; load offset offset value (8 bits) inc hl ex af, af' ld a,e add a,#0x20 ; Skip the short offsets covered by 5 bits ones ld e,a jr nc, dan3_offset_nocarry inc d dan3_offset_nocarry: ex af, af' jr dan3_copy_from_offset dan3_offset2: call get_5bits_e ; read 5 bits -> E jr dan3_copy_from_offset dan3_offset1: call get_bit ; check next bit jr nc, dan3_copy_from_offset call get_bit_e inc e ; Copy previously seen bytes dan3_copy_from_offset: ex (sp), hl ; store source, restore destination push hl ; store destination scf sbc hl, de ; HL = source = destination - offset - 1 pop de ; DE = destination ; BC = count ; COPY BYTES ex af,af' set 6,d ld c,#0xbf dan3_copybytes_loop: out (c),l nop out (c),h inc hl nop nop in a,(#0xbe) nop nop nop out (c),e nop out (c),d inc de nop nop out (#0xbe),a djnz dan3_copybytes_loop res 6,d ex af,af' pop hl ; restore source address (compressed data) jp dan3_main_loop get_highbits_e: jp (ix) ; COVER 16K ; call get_bit_e ; get next bit -> E ; COVER 8K get_5bits_e: call get_bit_e ; get next bit -> E call get_bit_e ; get next bit -> E call get_bit_e ; get next bit -> E call get_bit_e ; get next bit -> E get_bit_e: call get_bit ; get next bit rl e ; push bit into E ret ; get a bit get_bit: add a,a ret nz ld a,(hl) inc hl rla ret
  23. My condolences to the family A family is very important, and we here because of the Coleco Industries... just like a family. Respect
  24. Yes, you should try to use RLE compression first. There are a lot of RLE listings and once you get one that works for you, you can be creative and modify it. What can be interesting for your needs, since you were thinking of doing a fancy "on-the-fly", is to implement something like this, which is not a decompression but more a decoder of compressed data used (called) in a routine with the bit-shifting applied "on-the-fly": Initialize the necessary addresses and variables START LOOP *Get next "other" If byte "other" is an invalid value, END LOOP *Get next "card" Bit-shifting accordingly Load into memory END LOOP *Get next: Provide the next byte according to the compression method used. Should be an external routine to avoid repeating codes. Once you make this pseudo-code works with RAW data as a default compression method, you can improve with other compression methods. I don't think LZ77 method can work in this way, but some RLE and Huffman methods surely can. Enjoy!
  25. Surely I'm not understanding all that technical information. That is a correct assumption. And so I asked my question about bit-shifting after decompression because it seems to be what you were already implying here but I wasn't sure. So, let me try to explain what I think you were saying and you tell me if I'm wrong. Let's consider the data already split into 2 sets ( cards and others ) as you propose and use LZ compression on each set of bytes. Then the result is used in a project with the LZ decompression routine and an extra routine to reverse the bit-shifting effect after decompression is done. Is that what you are talking about or it's more gymnastic with things getting done at the same time? Since I've never coded for the Intellivision, I'm quite in the dark about what's possible and what isn't. We should probably have a talk in another thread. Let me free up a bit my mailbox here.
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