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raster/c.p.u.

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Posts posted by raster/c.p.u.

  1. Please tell me, where is the problem to create a "more free" usage for POKEYs features , especially for AUDCTL?  

    So one can choose if "filter", "16Bit" or 1,79 MHz is used and switch it at the envelop....

    It's just another value to set to the AUDCTL..?!

    Changes of AUDCTL during the envelope is supported in RMT routine partially only. There is possible to set/unset bit for filter and if distortion 6 is used, join of two channels is activated. And you can combine it with manual setting of AUDCTL. That's all.

     

    I'm sorry, but I don't care to change internal routine and RMT format so that it would be incompatible with current version (so much the more I'm not sure if benefit would be sufficient). no more, no less.

     

    Emkay, you're the only one repeatedly calling for this feature. I heard some few examples you demonstrate advantages of this techniques, but I don't like them... I'm sorry. I will not spend time with working on features I don't like... Please, understand me. Thanks. :wink:

  2. Is there a way to know which note RMT plays when you press a key in "PROVE" mode?

    This way I can play a note in RMT and play the same instrument in madtracker to see how much the intstrument needs to be transposed.

    You can deduce it according to the key on PC keyboard you pressed.

    Lower octave: Z... note C, X... note D, ....

    Higher octave: Q... note C, W... note D, ...

    Or you can easy scroll down below the end of song, there active one new empty temporary track (Control+N) and test notes there. After it you have to clear this track and remove it from song, of course.

     

    Or, I recommend ModPlug tracker: http://www.modplug.com

     

    As with any automation tool, there will be somethings you cannot do, or rather there will be somethings better done manually.

    Yes! You're right! :)

     

    RMT is a great tool and I can make music for the 8bit faster than ever...

    I remember my Atari beginnings in 1987-1993 ... all my musics was done in BASIC or later in MAC/65 assembler. Manually writing of tracks TRACK1 .BYTE 121,6,243,8,60,2 (notes, lengths) , song data .WORD TRACK1,TRACK20,TRACK11,TRACK , ... etc..

    You don't guess what making music by this way is toilsome. ;)

    So, it's logic, you can't judge RMT's colossal comfort enough. :D

     

    there will always be a feature request to raster...

    Good requests I was building-in to RMT always. ;)

  3. The high guitar sound is acoustically correct for the tune, but it lacks a bit in the deeper notes. So the question ist, why RMT does not play the correct pitch in deeper notes ?

    Do you mean "why Pokey emulation..." ?

    (I'm not able to correct Pokey emulation, unfortunately.)

    I am not angry...

    Ok. :wink:

  4. Sorry, Tatqoo for sqirling in one of your songs, but I think the tune is a very good example, why using a mix of 15kHz and 1,79MHz is quite better, when converting MOD-Files.

    I'm very sorry, it seems to me be pretty detuned. But, maybe I am earless...

     

    With "my" settings, the basses are basses and the "guitar" sound is recognizable...

    Sounds, sounds, sounds... interesting sounds, ok... exotic sounds, ok... but I can't help myself, where is a music? ;)

     

    For me, it would be really nice, if a musician would use this setting when converting Mod-files ...

    Oh, excuse me, IMHO it would be nicer, if a musicians would use ears. :roll:

    Please, don't be angry at me, It's my opinion only.

  5. Now, creating an EXE file from the OBJ file is just renaming the file or do I have to do something else?

    You have to define some START address in your ASM source code:

     

    10 START
    
    20 ... your code...
    
    ... your code...
    
    1000;--------
    
    1010   *=$02E0
    
    1020   .WORD START
    
    

    That's all. :)

    BTW - you can use ASM,,#D:FILENAME.COM directly (without renaming OBJ to COM) ;)

  6. Hot news

    4.10.2004 ... New RMT 1.17 tracker.

    http://www.infos.cz/raster/atari/rmt/rmt.htm

     

    Changes in RMT 1.17

    -------------------

     

    - Menu Track:

    * Load and paste to actual track.

    * Save actual track as...

    * Clear all duplicated tracks, adjust song.

    (Note: This function is also included in Song - All size optimizations.)

    - New block effect/tool (menu Block - Effect/tools or Ctrl+F

    or toolbar button "FX") function: "Modify notes, instruments and volumes".

    - Function "Song - Prepare song line with unused empty tracks (Ctrl+P)"

    was changed to "Song - Insert new line with unused empty tracks (Ctrl+P)"

    and now it insert this new songline into actual song line positions,

    not to line below.

    - Function "Song - Prepare duplicated song line (Ctrl+O)"

    was changed to "Song - Insert copy or clone of song line(s) (Ctrl+O)".

    and now it shows new copy/clone dialog for setting of parameters

    for this very helpful function.

    - Menu Song:

    * Put new empty unused track to actual song position (Ctrl+N).

    - "File - Export as XEX Atari executable msx" there is possible to:

    * define 4+1 lines now. 5th line is showed instead of 4th line

    if Atari SHIFT key is pressed.

    * define color of rasterline meter.

    - "File - Export as SAP file" there is possible to define hexadecimal song line

    numbers for more SAP module subsongs. Initial values are prepared by automatic

    subsong-detection algorithm, but you can change it at pleasure.

    - Added "*.tm8" extension in Import TMC open file dialog.

    - New option in Config dialog (menu View - Configuration):

    * F1-F8 keyboard layout:

    - RMT original keyboard layout.

    - Layout 2:

    F1=track edit,F2=instrument edit,F3=info edit,F4=song edit

    F5=Play,F6=Play from start,Ctrl+F7=Play tracks,F7=Replay tracks,F8=Stop

    (This layout is for F5-F8 keys identical with some other renowned

    module tracker programs.)

     

    Accessories

    - Atari RMT player RMTPL104.XEX (new version 1.04) is in "player" directory.

    (There is short description in RMTPL104.TXT file.)

     

    New songs

    - Song "hexxagon.rmt" (Hexxagon music & sfx, raster/c.p.u., 2003)

    Song "basix.rmt" (Basix, by raster/c.p.u. 2004)

    Song "gemx.rmt" (Gem'x song, Atari version by raster/c.p.u. 2004)

    in "songs" directory.

    (SAP file "hexxagon.sap" with 6 subsongs is in "exports/sap" directory.)

    (SAP file "basix.sap" with 9 subsongs is in "exports/sap" directory.)

     

    Bug fixes

    - Revision of keyboard control.

    NumLock mode is turned off all the time when tracker main window is active,

    so that key combinations Shift+NumBlockKeys are working as well as state

    of right Shift key can be correctly detected now.

    - Internal improvement of TMC import algorithm (better recognition of identical

    tracks arised from other tracks by song shift parameter).

    - If tracker window isn't active, MIDI events on channel 0 are ignored.

    - Other small corrections and bugfixes.

     

    Enjoy it! ;)

     

    Greetings, raster/c.p.u.

  7. Okay, I relocated my screen data (was at 0x4000-0x4400) and placed my RMT file at 0x4000.  Lo and behold, it works.  

     

    Apparently, RMT only works for data at 0x4000.  Now, I just need to free up more space for more music, or figure out a way to make RMT work for a different memory location...

     

    RMT module file is standard Atari binary file with from-to head data, because it contains many tables of pointers (with absolute memory values, no relative values from begin of module!). If you will save the music with function "Save as.." "RMT file", module will dedicated for default address - from $4000.

     

    If you want use RMT music in your program, you should use "Export as.." "RMT stripped file". Then you can specify your own needed location for your RMT module data and this data will be stripped (i.e. without any redundant bytes, names of instruments, unused song parts e.t.c.).

     

    So, please, use File - Export as - RMT stripped file.

     

    If you will use "RMT stripped file", you can also use "RMT FEATure definitions" for speed/size optimization of RMT player routine for this one concrete module.

  8. A question for Schmutzpuppe/Raster,

    I remember you were the coder of the Nazgul demo. Where did you get the RMT player ASM-source and how did you include the RMT song data. I know it's been discussed some time ago, but I can't find the thread.

    I also remember that someone asked for the song-player-pointer register of rmt player routine. Can anyone help me? (link to threads is good enough).

    In RMT package there is x-asm source of player routine (rmtplayr.a65 + rmt_feat.a65) also with example of its using (music.a65).

    Please, see the directory "/rmt116/asm_src/".

  9. thanks raster! very useful!

    and f.e. how would you solve sound effects? f.e. game soundtrack (f.e. 3 channels in RMT) and one channel is left for sounds? does RMT player leave one soundchannel for own sound routines? or can RMT be triggered from "outside" to play soundfx?

    There is more possibilities:

    For example - You can do "jsr RASTERMUSICTRACKER+3 ;1 play", and then overwrite RMT's private AUDF/AUDC registers which are prepared now for store to POKEY during the next "jsr RASTERMUSICTRACKER+3 ;1 play".

    See the declaration of these registers (asm_src/rmtplayr.a65):

    trackn_audf org *+TRACKS

    trackn_audc org *+TRACKS

    So, lda #value, sta trackn_audf+3 <-for audf of generator 3, and lda #value, sta trackn_audc+3 <-for audc of generator 3.

    Values you store to trackn_audf/audc will be moved to POKEY and then RMT routine will overwrite them with new own prepared values... but if you will replace this values after RASTERMUSICTRACKER+3 routine every time, your values will be victorious. ;)

     

    Of course, the other way is - you can trim some parts (in SetPokey function) of rmtplayr.a65 with "lda trackn_audf/c+..., sta $d200+...".

  10. If for instance you have 4-5 soundtracks all using the same set of instruments say for a games title screen, in-game music, game over etc.. , is there a way to include just the song data for each of the tracks without the instrument data. I have saved the striped RMT tracks independently but this will include the song data with instruments and all which would be a waste of memory to do for all modules.

    Has anyone any advice on how to acheive this?. Even some simple source code to change tracks with a key press 1-5 would be a great help to my understanding.

    Thanks,

    Tezz

     

    Hi, Tezz.

    I recommend you to create one RMT modul with all this parts one by one. For example - In song it can look like this:

    00: 01 02 03 04

    01: 05 06 07 08

    02: GOTO 00

    03: 09 0A 0B 0C

    04: GOTO 03

    05: 0D 0E 0F 10

    06: GOTO 05

    All this parts can use the same set of instruments of course.

    Then you can play this song parts by "init" parameter - see the asm_src/music.a65 example - there is:

    	ldx #<MODUL;low byte of RMT module to X reg
    
    ldy #>MODUL;hi byte of RMT module to Y reg
    
    lda #0	;starting song line 0-255 to A reg
    
    jsr RASTERMUSICTRACKER	;Init

    So, instead of "lda #0" there can be lda #3 for playing from songline 3 (your music part 2) or lda #5 for playing from songline 5 (your music part 3).

    It's easy, I think. Ok?

  11. The only(?) not mentioned function is when command 7 with value "80" is set, you have POKEY's "volume only" feature enabled.

    There is showed "Instrument active help" when you are selecting command number ... so, if command 7 is selected, there is note at the bottom:

    Set BASE_NOTE = $XY, play BASE_NOTE. / If $XY==$80, then VOLUME ONLY mode.

     

    Also when DISTORTION parameter is changed, notices are showed at the bottom:

    A ... Distortion 10, pure tones. (AUDC $Av)

    E ... Distortion 12, bass tones - bass table 2. (AUDC $Cv)

    etc.

  12. ...and during the video the biggest sprite objects are six sprites wide.  There are two sprites reserved for the player's ship whilst the other six are multiplexed up to 32, making 34 hardware sprites in total

    I assumed that there is used intensive sprites' multiplexing.

     

    and the player's bullets are character-based.

    Oh, I wasn't noticed there are character-based objects (bullets). But yes, I have seen it now, aha.

    So, now I think I understand how it is possible to manage it with standard C64. (I assumed this game does too much bitmap changes, but it was clever illusion only. ;) )

    But it's still great game, I think! :)

  13. Basix is really funny. I'd really like to see more programs of this genre.

    I'm glad of people's Basix popularity. :D

    More programs of this genre? ... Do you know our SelfDemo published at Forever3 (2002)? (I hope people wasn't reseting Atari when Self Test screen appear... it isn't the end of this demo... it's just the begin...) ;)

    It surely gave me new ideas.

    BTW - I treasured ideas used in Basix approximately for one year (from Forever4 to Forever5). ;)

    Great work Raster & Bob!k !!! ..follow the white rabbit  8)

    Thanks. :)

  14. Raster: can you tell me how t.f. did you create those vocal listening instruments in your tune ?

    :) Also Greg said me that he was surprised at this exotic sound used in my "Time to turn" (timett.com) Forever5 msx compo.

    It's created by envelope filter change. Do you hear my example song horror.rmt ? (it is in RMT ZIP package /songs/horror.rmt)

    There is used exotic sound called "jugular scream" (instrument $00) based on similar principle. ;)

  15. I'll see what I can do. Grayscale team requested to make major changes in TMC so I can change some more.

    I'm sorry, Jaskier, I'm not sure if I expressed clearly:

    I expected that TMC2.0 command "0" (P+F->frq) does the same as TMC1.0 command "2" (P+A->AUDF).

    So, If envelope looks like this:

    
    Step         
    
    AAAA
    
    0000
    
    0000
    
    1111

    and note C-1 will be used (i.e. frq 243), then there will be played frequencies: 244,245,246,247 and if last command (in column 4) will be in loop, then it will be performed in the same way (248,249,250,...).

     

    And I have one important remark:

    Command 1 (P->frq) should set AUDF to direct "P" value, but now it works like frq+P->AUDF and there is missing some (totally needfull) command for setting direct value to AUDF. :!:

    (this instrument feature is wholly important, in TMC1.0 it works of course and it is used very very often)

     

    Oh... I'm confused... Maybe I don't understand how it works in TMC2.0 (what is "F", "frq" (source frq? destination frq? AUDF?) etc... :sad: ). I'm sorry...

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