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sack-c0s

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Posts posted by sack-c0s


  1. Well I have to apologise for slacking somewhat (the job centre are getting rather insistent I find a job, and there's other music underway too... )

     

    but anyhow - here's a preview of what I've got done so far - I know it needs finishing (obviously) and the instruments need balancing out volume-wise.

     

    I did ditch the original .rmt file posted to the thread though, so if that counts as cheating then I'm just a big fat cheat :)

    cybernoid_preview.zip


  2. if the clock frequency is higher than that of a c64 passing the same frequency value to the chip will produce a higher pitched sound.

     

    to make use of existing tunes and editor clocking the chip at the same frequency as a PAL C64 would be ideal.

     

    but I'm not sure of the practicalities of that on the hardware front

     

    but on the plus side 100/200hz update tunes (like the wizball theme) sould be able to run alongside demo parts or ingame as it isn't stealing cpu time to update the music


  3. How do they work from a programming point of view - do the SID registers just appear in the atari memory map at some point?

     

    if you could map them to the same address as they appear on the C64 it's be fantastic because it'd then open up a a mass of prewritten music (not to mention an existing windows music editor)


  4. About 'the fourth voice'

     

    Maybe this is a reference to SIDplay, which had a fourth voice added to the emulator and some SID rips were patched to play samples using it as opposed to (as martin galway so elegantly put it) 'wiggling the volume register' ?

     

    If so this was a hack by emulator authors and never existed as hardware.


  5. 810 - 70K

    1050 - 127K (lame)

    XF351 - 360K - was supposed to be available for the XE line but came out late

     

    there were many mods to 'fix' the 1050 for 180K disk formatting.

     

    However,

    For base to base comparisions you could grow corn waiting for the C64 drive to load ;)

     

    But on the plus side you could upload your own code to the 1541 and have it run native on the drive. by doing these you could implement a pretty fast disk turboloader.

     

    or there's the good old action replay cartridge :)


  6. I'd recommend either the C64 or the atari home computers. probably the C64.

     

    The thing with the C64 is you can set your own limits - if you don't want to get too bogged down with limitations of hardware you've got a nice machine there with decent graphics capabilites for an 8-bit, hardware sprites that are easy enough to use and you don't have masses and masses of overhead like you do on the beeb.

     

    once you've gotten the hang of that you can start playing with the other things the machine does - like border removal, FLD/FLI graphics tricks and whatever (these tricks take a bit of thinking about - but are pretty much bread & butter stuff for VCS coders :) )

     

    There's also plenty of folks willing to help you and tools available. the emulators (VICE and ccs64) are pretty much spot-on so there's not much likelyhood of you doing something that breaks and emulator that works on real hardware and vice-versa.


  7. so.. it's pirates who send devco's out of business eh?

     

    publishers changing thier minds, pissing developers about and holding off payment until the last possible minute wouldn't be a contributing factor then? :)

     

    I like the way they say that paying for your software is as easy as picking up the phone - they seem to have forgotten the 'earning shitloads of cash to pay for it' part. and in a lot of cases (take computing studebnts for example) that software is needed to build up the skills to get the job to buy the software. Catch-22.


  8. I'm 22, started buying Atari stuff at 19 (Not really a serious collector or anything - just go for things I'd like to play). had my first computer (Commodore 16) aged 5, taught myself 6502 aged 12...

     

    now I get funny looks for being an old bastard in a young body :)


  9. I've learned to play it now... and it's still a bit crap :)

     

    No bro.. you obviously don't know what crap is.

     

     

    I own an Acorn Archimedes - so I think I've got a pretty good idea :)

     

    There's a big difference between 'a bit crap' and 'the worst game ever written' though. After a bit of a play sesh today I thought it was better now I know what the hell I'm doing - but sometimes the collision detection is bloody infuriating (It looked as if I should be picking something up but in actual fact I fell down a bloody pit again - AARRGGHHhhhh)


  10. What is the key to ET then? Everybody says 'once you get the hang of it you'll be just fine' but nobody seems to want to explain  :roll:

     

    What kind of problem are you having? Falling into pits? We've explained that many a time ;)

     

    #1. If you fall into a pit, if you're fast enough you can hover before hitting the ground.. that usually saves some time

     

    #2. When getting out of the pit, once you're out of the pit (i.e. the overhead view) STOP PUSHING UP. If you continue to push up you'll fall back in. Push directly down or left or right instead. It's a snap to get out of any pit once you know that.

     

    That's about it as far as I know.. Oh and if you want it easy.. play Game variation 3. :P

     

    that's great - the game is a piece of piss once you know those simple things :)


  11. so... seeing as we have HSW here...

     

    What is the key to ET then? Everybody says 'once you get the hang of it you'll be just fine' but nobody seems to want to explain :roll:

     

    Yars revenge is a fantastic game though - that and warlords have to be my favourite atari games. thanks man :)


  12. anddd.... seeing as I'm now drunk and it's customary to attach music to this thread

     

    wiz.rmt - the title music to win 'n' Liz - converted and hardly modified (just retuned slightly, but still...umm.. wrong in places). Not entirely sure who by originally. The .mod say 'Rik ede' but I'm told by a reliable (albeit drunken :) ) source that Matt Furniss did it.

     

    pissings.rmt - from a cover .mod I did - relies too much on the original instruments and just sounds a bit crappy really. better than the wimpy c64 version i made using the goat tracker import and crappy homemade instruments though

     

    alloyrun.rmt - This one was done by hand. not too bad I thought, just not gotten around to finishing it

    random_rmt_files.zip


  13. Hello folks,

     

    thanks to Radek (aka Raster) for providing the fabulous Music Tracker with  the incredible mod-import function  :love:  

     

    I had to try out this new feature - and the result has been attached. Enjoy!

     

    Please let me know what you think about this conversion of 'Beams of Light' (mod-file taken from Amiga).

     

    Cheers,

     

    Andre

     

    I think 'beams of light' is one of those tunes that needs a *lot* of modification because of the amount of slides in it.

     

    It reminds me of my sega mastersystem for some reason (not that it's a bad thing)

     

    Where was this tune from originally anyhow - I remember it from being a loader on an Archinedes demo (Riscdream by Armaxess I think)?


  14. That .mod import is damn good - I've played with the .mod import on GoatTracker (A similar kind of tool for the C64) but this one blows it away.

     

    I still think it works better if you rebuild a song from scratch (I just tried doing a mod import on freedom.mod and I can't get it to sound anywhere as good as the custom version I did) - just using the .mod as a general guide and built everything according to what works well on the target machine. But I'm sure there's people who will prefer to do it this way and it's great that there's the option.

     

    Anyhoo - here's a quick & dirty .mod conversion I did to see what you can get out of it in around 5 minutes.

    amegas.zip


  15. I actually *like* the 2600 pacman (If you treat it as a different game from the arcade PacMan itself it's still fun to play) - but ET bugs the bejeesus out of me!

     

    it's just one ending up in the pit after another. really pisses me off something chronic.

     

    maybe if someone would clue me in as to what I'm supposed to be doing (Seeing as I only have a loose cart and no skill :) ) I might enjoy it that bit more.


  16. Thought so, as I have to remember to switch my Vic20 emulator back to unexpanded or the unexpanded games wont play!

     

    If you wanna see what an unexpanded Vic-20 is capable of download Cosine's Vic20 demos...

     

    BAD SCENE POETRY and DIGIT!  

     

    in DIGIT! The music almost sounds like a C64 which scrolling messages effects which use the left and right sideborders.  8)  

    Another know what type of Sound Chip the Vic20 had? or how many channels cause no games made full-use of its sound capabilitys.

     

    The other demo is even better! all sideborders used and C64 sounding music!

     

     

     

    8)

     

    Well I was going to plug those, seeing as TMR never seems to make it beyond the 8-bit forums - but you've saved me a job there :)

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