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Posts posted by EnderDude
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Amazing! So, how was the music made?
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Thanks! I wonder why the music that Fred Brooker made only had 3 channels, though.
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Looking at this video:
, do you think it would be possible to make a program that could convert a .MOD file to a .xex, which would have a player, and everything else related to playing back the mod file? I mean, I'm sure that it would take too much CPU time for any practical use, but still. Now, it might be difficult to use a regular mod file, because, if I'm not mistaken, .MOD files don't support 4-bit samples. Maybe you can make the converter convert the samples to 4-bit sample. Thoughts?-
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I would love to hear the Agent X II theme on the GTIA beeper, where the Pokey makes the percussion sounds!
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Why are all of you still talking in this thread? The guy left already.
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I converted the .rmt into a .wav with asapconv. For less distortion, I think it's best to use linear mixing. For accurate emulation, I would use non-linear mixing.
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I've set all of my instruments to a maximum volume of 10 (A). Should the highest volume be lower than that?
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So, you're saying that non-linear mixing is not the way to go?
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It's certainly hard to make everything soft without a low pass filter. I tried making the bass a little soft by alternating between two wave forms (distortion E and C), but it only makes it a little softer.
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Do you think we can fix up the music a bit? Maybe we can do a little better with the music.
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I like your idea, but would this work as a game with an acceptable frame rate, and not merely for stills?
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Pitstop 2 looks quite aesthetically impressive, and I would play it if it weren't so slow-paced, and ear grating.
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So, this is a great upgrade over the original! Great job, TIX! Now, with design being great, is there a way to make the code a little more efficient to make everything look a little smoother?
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I wish we could do SOMETHING about the cars ;(
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Well, I'm using Ubuntu with wine, so maybe that's a bit of a problem. Is there such a thing as RMT for Linux, or Ubuntu?
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Okay, I have a problem with that dll that fixes the volume. After a random amount of time has passed, it will make this noise that I just can't describe other than it being laggy. It randomly does this. I will post a recording of this sound. If my computer is too much of a potato (a Thinkpad T410) to run the dll, I will delete it.
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Also, where are the billboard PM's in the ROM? I want to try to make it at least a chunky ad for Dig Dug.
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This might be a n00by question, but who are Fiona and Einstein?
Also, I am working on the song bit by bit.
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Astrocademo - a demo for the Bally Astrocade
in Bally Arcade/Astrocade
Posted
I actually thought that you made the values without a converter and that you typed in the values of the frequencies into the assembly file directly, but an XM converter for the Astrocade's music processor is impressive! Maybe if you ever make another demo for the Astrocade, you could have more emphasis on the sound capabilities of this obscure system, by showing off its AM modulation, and that the volume registers exist lol (seriously, no piece of music for the system that I've heard has any notes decay, but I've heard sfx in games increasing and decreasing the volumes of the channels).