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Everything posted by _Fandal_

  1. Oh, sweet memories... Fandal playing MidiMaze, Krupkaj playing MidiMaze, Raster playing MidiMaze and Bob!k ignoring us. F.
  2. I don't know what you call "GTIA/ANTIC flag" but I use this: 53268 D014 COLPM2 (W) Color and luminance of player and missile 2 (706). PAL ® Used to determine if the Atari is PAL (European and Israeli TV compatible when BITs 1 - 3 equal zero) or NTSC (North American compatible when BITs 1 - 3 equal one; 14 decimal, $E). European Ataris run 12% slower if tied to the VBLANK cycle (the PAL VBLANK cycle is every 50th second rather than every 60th second). They use only one CPU clock at three MHZ, so the 6502 runs at 2.217 MHZ -- 25% faster than North American Ataris. Also, their $E000 and $F000 ROMs are different, so there are possible incompatibilities with North American Ataris in the cassette handling routines. There is a third TV standard called SECAM, used in France, the USSR, and parts of Africa. I am unaware if there is any Atari support for SECAM standards. PAL TV has more scan lines per frame, 312 compared to 262. NTSC Ataris compensate by adding extra lines at the beginning of the VBLANK routine. Display lists do not have to be altered, and colors are the same because of a hardware modification. F.
  3. Commands of CHAOS MUSIC COMPOSER ==================== From L.K.Avalon GENERAL FUNCTIONS These functions works in every windows: 2...0, Q...P, S...;, Z.../ - Music keyboard TAB - Move from a window to another one SHIFT + or - Select channel (shown on the "equalizer") CONTROL + or - Select instrument CONTROL + [up] or [down] - Select pitch for the music keyboard (shown under the "equalizer") CONTROL + ESC - Quit the composer. To return, type "RUN" in the DOS. SHIFT + CONTROL + DELETE - Clear everything! WINDOW "INSTR" You can select or make instruments for your song there. If there is "!" after number of the instrument, it sounds O.K. only on the first channel. "+" or "-" before the number shows if is the instrument used in the current pattern. or - Select number of the instrument CONTROL + G - Select a pre-defined instrument: [up] or [down] - Selection RETURN - Confirm ESC - Abort While selecting, you can play with the current instrument on the music keyboard! CONTROL + E - Modify (or make) the instrument: or - Move the cursor [up] or [down] - Set volume TAB - Set the mark for drum RETURN - Confirm ESC - Abort At the right edge of this window there are four parameters. You can move the cursor there, and type in new values. (hex.) - First value does define the drum (marked with TAB). In the first half of this byte, these values are possible: 0, 2, 3 - Noise (modes 8, 12, and 4) 1 - Tone (mode 10) Second half of the byte is the difference between basic tone and the drum, but values D, E, and F gives allways the same pitch. SHIFT + [up] or [down] - Set "glide" effects there - The second value is the mode of sound. The first half of this byte is "physical" mode - the same as in BASIC's command SOUND. The second half gives special effects: 0, 2 - Normal tone 1 - Vibrato or Apreggio 3 - Bass tones (only as C3) !4 - Interference !5, !6 - "Synthesizer" sound !7 - 16-bit tones The modes marked with "!" are possible only on the first channel! - The third value gives the difference between basic tone and the final tone in your TV-speaker. The first half of the byte is for normal tone, and the second half is for "second" tone (Apreggio, Interference etc.) - And finally the last value is length of the sound after the defined part WINDOW "PATTERN" There you can type in the tones. The numbers at the begin of every line are the positions in the pattern. (There are max. 3 numbers - number of: 1/4, 1/16, and 1/64 of the pattern.) The begin is at "111". If there is "!" after the number of pattern, you can use it only on the first channel. "-" before the number of pattern meens that it is empty. First select the instrument, and then "play" the tones on music keyboard! SPACE - Clear the position or - Select number of the pattern [up] or [down] - Move the cursor CLEAR - Clear the pattern INSERT - Return the pattern after CLEAR. Repeat this in another patterns to copy the whole pattern there! CONTROL + T - Mark the begin of source to copy SHIFT + INSERT - Copy one line to the position of cursor. Repeat this to copy larger parts in a pattern! CONTROL + P - Play the pattern. You'll also hear a metronome. SHIFT + CONTROL + P - Play the pattern from begin. WINDOW "SONG" There you can link patterns to the song. Move the cursor with , , [up], and [down] keys, and type in numbers of the patterns. The patterns with "!" after the number can be placed only in the first column! You can also use some special functions. The parameters (for some of them) must be placed in the second (and third) column of the same line. SHIFT + T - Set a new (local) tempo SHIFT + R - Repeat. The first parameter is number of lines (after this one) to repeat, and the second parameter gives the number of repeats. SHIFT + U - Jump up (relative) SHIFT + D - Jump down (relative) SHIFT + J - Jump to a position SHIFT + B - End of a song (+ jump to begin) SHIFT + S - End of a song (+ stop) You can make several songs in one file, you only need to place some of the last two commands between the songs. CONTROL + T - Set the tempo CONTROL + P - Play the song. While the song is played, you can play on the music keyboard too! (And select channel, instrument, and pitch) In the window "song" there are also some I/O functions available: CONTROL + L - Load music CONTROL + S - Save music CONTROL + A - Change the adress, where the song will be in memory CONTROL + M - Save the replay-routine. You can enter any adress, where the routine will work, and then the routine will be saved - under the same name as in the last 'Load' or 'Save', but with ".REP". REPLAY ROUTINE To use music in your own programs, you need to load both *.CMC, and *.REP files into the memory. Both are DOS-loadable files. To start the music from BASIC, use: USR (replay, song_nr, music_adr) "replay" is the adress of replay-routine, "song_nr" is the number of the song (first is "1" etc.), and music_adr is the adress, where is the song itself (*.CMC file). To stop the music use: USR (replay) Note that it's not possible to start the music twice - you must stop it first! How to load the files into memory? An example is in the program DEMO.BAS. (The subroutine BGET in this program gives the adress of loading as the value of function USR.) For assembler there are two routines. You only need to insert JSR REPLAY+6 into (for example) VBI, and then you can use the second routine (at REPLAY+3) to control the sound: Play a song: A=$00 X=Number of song (first is 0!) Play a song: A=$10 X=Position in the song Play a tone: A=$20+number of channel X=Pitch Y=number of instrument Set tempo: A=$30 X=tempo Stop playing: A=$40 Interrupt: A=$50 Continue: A=$60 Initialize: A=$70 X=music_adr - low byte Y=music_adr - high byte The first action MUST be "Initialize". The difference between "Stop" and "Interrupt" is that after "Interrupt" the sound of instruments will continue. Simple example: LDX #MUSADR:L LDY #MUSADR:H LDA #$70 JSR REPLAY+3 ;Initialize LDX #0 TXA JSR REPLAY+3 ;Play the first song LOOP LDA 20 L2 CMP 20 BEQ L2 JSR REPLAY+6 ;Play... JMP LOOP *** Commands of "DOS 2.5 COMMAND PROCESSOR": DIR [fnam] - Disk directory ERA fnam - Erase file REN old_name new_name - Rename file. If the file "new_name" exist, it'll be erased!!! CAR - Go to BASIC (and turn it on if necessary) BOF - Turn the BASIC off MEM - Show MEMLO and MEMHI values RUN [adress] - Start program at given adress. If no adress is specified, it'll restart the last started program. To start a program type its name. *** Note: In the original manual there is also something about COS, and NCOPY (NameCopy). But with disk version it is not very useful. Second note: This is NOT a translation of original manual. This is only a list of commands of the Composer. (Some of these commands are missing in the original manual!) Jiri Bernasek - BEWESOFT - Prague, 93-03-22
  4. Congratulations to your victory! I didn't participate because I really hate this game and I'm going to play only my favourite ones this year. I played too much games in HSC in the past and I really got a lesson: it must be fun to play something on A8 for hours, not a torture. And The Tail of Beta Lyrae would be a nightmare for me. This game is simply unplayable. Besides that, I'm pretty busy with my newest A8 game. It must be finished in just one month... F.
  5. Here is a version with reverse control by default. I was so kind a patched it for you. F. BlueMax.zip
  6. Memory location $9FFC cannot be zero (address $1FFC in your binary). Check the attachment for "fix". It's not a fix actually because there is some code on address $9FFC so it' not 100% functional now but it boot. I did it just to demostrate where the problem is... And file version? It should be piece of cake... F. Super Pac-Man_Final.zip
  7. I've just received your mod. Thanks a lot! F.
  8. I think the image I've posted comes from Fandal's site! OK then... F.
  9. Here is a cracked version of VAPI image, 100% working. F.
  10. Here is my strategy before reaching level 99: I usually don't hunt enemies, I wait for them to come as I protect just a small area with at least two astronauts... F.
  11. 9.999,999+ on normal. Once you reach 99 level, you can play it almost endlessly... F.
  12. "Why not" to do this or this or this or this on Atari? Because it takes one day to create mockup like this while it takes months of hard work to code such complex game. Do you understand that? F.
  13. Tripple ball feature is available in original Arkanoid as well but I have seen it just once in my life. Arkanoid II is running on the same engine, there are only some minor modifications... The problem was in generataing random numbers. Don't know why but original game generate any "random" number by reading $D40B counter (I would say that it is pretty pseudorandom generator). Moreover, number for bonus ball is generated in very bad moment resulting that it is equal to 4 (tripple ball bonus) only under very special circumstances. It was easy to fix this problem. I just replaced reading $D40B by $D20A. F.
  14. Hi all! Playing Arkanoid in HSC I found out that triple ball feature is fully working in Arkanoid II game while it is very rare to see this bonus in original version. It was easy to fix original version knowing that. Fixed original version is available here. Enjoy! F.
  15. WOW Great effort! Does the game get harder or there is some other incentive to play it further (other than winning in the HSC) or does it just repeat p.s. Does anyone know if Arkanoid II, III etc have different bosses or just the different screens The game ends when boss is killed. No harder or continuous play. I've never tried to beat Arkanoid II or III but I guess there is the same boss. Just different levels. May be I'll give it a try. OK. I can confirm that there is the same boss in Arkanoid 2. But there is one important difference in the game. You must be pretty lucky even to see "D" bonus ball in original Arkanoid (three balls in action at once) while it is common in Arkanoid 2 (check the screenshot). I don't know if there is some bug in original game causing it but I'm going to check it out for sure. May be it is possible to patch or fix original Arkanoid to enable this feature. It would be cool, would not it? F.
  16. I got him!! Sixteen hits and he was dead. My score: 461,120 F.
  17. Step by step: 1) Start the game, enter Cheat options and set Memo to 5 and Search to 4. 2) Play the game until you lost a life, enter Cheat options and press Search button to locate lives counter. 3) Check memory address $A0, activate Lock in, set it to 5 and voila - you have trainer for Panther. Unfortunately, sometimes it is not so easy and you need deeper knowledges of 6502 ML to create a trainer... F.
  18. Cheats in Atari800WinPLus emulator are designed to "lock" memory address which is used for storing lives, energy, etc. Check the attachment for Panther trainer (unlimited lives). F. panther.zip
  19. Stereo: http://atari.fandal.cz/search.php?search=stereo&butt_details_x=x Covox: http://atari.fandal.cz/search.php?search=covox&butt_details_x=x F.
  20. Thanks for choosing Arkanoid! It is one my favourite games on A8!! I finished it many times as teenager but it has been 20 years ago... Anyway, I gave it a try again and I was able to reach 33th level on very first attempt (more than 75 minutes of playing). Unfortunately I wasn't able to beat the boss as I only had one last life left. Killing the boss really needs some practice and you must be lucky as well... My score: 269,550 F.
  21. http://atari.fandal.cz/detail.php?files_id=1913 F.
  22. http://atari.fandal.cz/detail.php?files_id=5918 F.
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