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For me personally, the player damage sound from Millipede on the 2600 has got to be the most ear grating horrendous noise i can fathom; i haven't played every game on the system though just the sound alone is enough to make me avoid that version altogether, it's so shrill. If you got a pick would be interest to hear it.
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Updated: 6-4-2023 Instant Graphics! Online Graphics Script Interpreter Copyright 1988-2023 by Larry Mears Version 2.19 by Larry Mears, Freeware This is meant to used for Telenet BBSs by SYSOPs and Users *** IMPORTANT USE WITH HSMODA07.ZIP set up a 32K serial buffer the ST's default serial buffer is only 256 bytes I believe, not near enough!! I recomend using a 32K receive buffer with IG devloper and IG219.ACC Interlink's internal receive buffer can be set to 31K max. I do not recomend using IG with FLASH anymore as it's internal receive buffer can not be adjusted it's to small only reliable at 2400 baud for IG script. FLASH and Interlink ignore any serial receive buffer set up by HSMOD and take over that when they run. So if you are running Interlink HSMOD is not needed just set Interlink's serial receive buffer to 31K. If Interlink is running and you use the IG219.ACC it will use the Interlink serial buffer. Once you QUIT the Interlink program the serial buffer is gone, so you have to use HSMOD with IGDEV program if you want to go online with the IGDEV program. I tested the 32K buffer at 19200 baud. It will probably be enough in most cases. It worked on The Gauardian of Forever BBS drawing the opening Gate screen and it is fairly elaborate. I think HSMOD can be set to 64K buffer if really needed. Here's the link I got mine from... https://sites.google.com/site/stessential/home/all-software What's NEW in IG219.ACC and IG219L.ACC (light version no file support): I'd like to note that the "I" command did NOT do a restorative resolution switch. I went back as far as IG210 and checked the source code the older manual says it does a RES switch but it did NOT. It did everything else but not RES switch. I added a I 5 option just for that, seems like a good idea. I recently discovered that the VDI Compatible Resolution Switch by Steve Cole and Lawrence Gold if executed before setting the color palette will mess with VT52 text color, so ALWAYS do a resolution switch FIRST then set the palette. Like G#I>5:I 0: otherwise you won't get the colors you expect. IG219's 'G'rab command aka BitBlit is fixed so when IG switches from medium resolution to LOW it doesn't ask GEM how many bit planes but checks the resolution itself and sets the number of bit planes available so all BitBlit commands should work after a res switch not just SCREEN to SCREEN. I also added a new BitBlit command Memory to Memory, lets you do hidden Blits then pop them up. No clipping so stay within the X,Y bounds. IG219 BIGgest addition would be the the NEW f and z commands. PolyFill the f command draws a filled polygon with up to 128 sides. PolyLine the z command draws a connected line with a minimum of 2 end points and maximum 128 end points. Like the Line and Drawto IG commands but less IG script. IG219 has a new X 10 command it sets the begining point for the Drawto command. Just a feature, not that critical, because the Line or Plot command already set this as it should. I also added to the R and I commands options to SET the default VDI color palette and resolution. The IGDEV program has added support for these additions. I also added a full blown text editor ME.TTP, IGDEV passes the draw buffer to it as file so there is a decent text editor if you need to hand edit your IG script. It writes a file called BUFF.IG then passes that to ME.TTP, BUFF.IG gets wiped out every time it does that, but it might save you if you forgot to save your IG script at exit, at least from that hand edit point. The IGDEV program uses the out lined cross hair now. If you press the CONTROL key you get a drawing grid, multiple presses changes grid size. LEFT SHIFT key prints X,Y coordinates, mutiple presses changes position where X,Y is printed. The draw grid and X,Y coordinates may appear on top off some of your drawing but it is not permanate. They are just visual tools. I also fixed a bug that had been in all the IG2xx.ACCs that I wasn't aware of till recently, every exit would drop 310 bytes. With IG219.ACC this doesn't happen. The DEV progam and EMU didn't has this issue. Happy Drawing, Larry Mears IG219D12.ST IG219D12.ZIP
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This is the Instant Graphics update after 30 years IG218.ACC and IGS218.EMU for the Interlink terminal. The IGDEV10.PRG for Drawing and making Music and to upload to Telenet BBS systems using a WIFI modem or maybe some other way with a modified version of Hatari on one Apple system that I know of... https://breakintochat.com/blog/2012/12/13/telnet-to-bbs-within-hatari-emulator/ The IG218D10.ZIP file I made on my 1040STf with WIN Zip 2.2 I got from here: https://www.modula.org.uk/atari-st-disks/ just search for video master on that page it's on that disk image. It may be compatible with the ZIP that Windows does I didn't test it much. IG218 does lot's of things IG217 does not. IG218 has editable fill and line patterns, a new timing command that uses Vsync, internal double stepping for XORing with BitBlit, the Spray Paint command has color rotation, the random constant has two ranges r and R, the input command now uses all mouse pointers not just a polymarker. I changed the IG default color palette and tried to make resolution swapping better. I added a new option for the N command you can jump forward in the buffer, this allows you to jump to several short chip tunes as needed. There is new X 9 command that loads and executes IG commands in the IG MIDI buffer. Also IG218 when grabbing number values from the serial port or a file ALLOWS a carriage return and line feed character to break the line the _ still works. In the IGDEV10.PRG just HIT the F1 key to Draw and make Music. The IGS Editor Kevin Moody & Anthony Rau wrote only supported Medium Resolution limiting it to 4 colors. I really wanted it to support Low Resolution 16 color mode. When I wrote BIG Paint(DOS), Condor PAINT(DOS), Vectasketch & Sketchpad(JAVA applets) they all had many colors. IG needed that too. ST high res mono mode supported as well. I worked on this update for the last 2 years hope you enjoy it. IG218D10.ST IG218D10.ZIP
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atari 2600 Looking for Missile Command SFX ( music / sound effects)
Cyrille posted a topic in Atari 2600
Hello to all , Impressed about nice production on Atari 2600 and 7800 range . My very first console , and keep it in heart . I have a request , my first playing game was Missile Command on 2600 , and I look for the original SFX , for make a portage to an another computer , for my pleasure and nostalgia. I am looking for the SFX in possible use format for me : .ASC ,.PT1, .PT2 , .PT3 (protracker range) , .STP, .SQT, .FTC , .PSM Only SFX for this game I found were only in MP3 .... thanks in advance for your returns and help !!! greetings-
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- sound
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Hello guys Looks like we need a header for the files FujiConvert generates. And maybe other sound files too. I'm not a programmer, but I've seen this idea brought up a couple of times without it getting past the stage of "we need a header". Let's take this to the next level and talk about what should be in the header and subsequently, how long it should be. And if there should be some kind of "hi folks, I'm a sound file header" identifier code in that header and what that identifier should look like. Let me start this off like this: We need to identify: - Mono, stereo, ... - Pokey, Covox, ... - Sample speed - ... Remember, we only need stuff in the header that is needed at the time the sound file is played, nothing else. Do we need something to tell the player routines to raise or lower the volume (because the volume at the time of sampling was too low or too high)? Sincerely Mathy
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After having played DigiBeatz, while looking at Stella's current implementation of the Kid Vid Voice Module, I wondered if something similar could be done today again. But instead of targeting a cassette player, modern devices would be used. Having instant random access would allow the 2600 to play high quality music and/or sounds which are completely synced to the game play. Implementing this in Stella would be quite easy (similar to what MAME does with its SFX samples), one would only need the sound files. But for the real thing some hardware would have to be developed. There I am running out of knowledge, but I suppose this wouldn't be too complicated or expensive. Does that sound feasible and interesting for homebrewers? Maybe something like this already exists?
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Hi there, I have been using the Stella emulator for coding/playing a couple of demos on Atari 2600, and that's been great so far. Thanks for that ! However, when running the binary provided in attachment (I wrote a code to illustrate the lag) in Stella 6.3 (Stella 6.0.2 as well), I experience a lag between the picture and the sound (Rough estimate about 50-100 ms). When running the same binary on the real hardware I don't see/hear any lag. As I don't notice any lag when playing videos (on youtube) on my machine, I don't think my OS (Ubuntu 20.04) introduces it. It feels like it comes from the Stella emulator (Even though I selected "Ultra Quality, minimal lag", in the Audio Mode options). The source code of `main.bin` is there: https://github.com/FlorentFlament/stella-lag Just wondering if this has been noticed already ? Or is it my setup that is broken ? main.bin
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Hi, maybe an assembly expert can help me, I'm just taking my first steps in assembly language programming. I don't really understand the sound output. I have tried the example program "A CHIME" from the EA manual on page 321 and it works as it should. Then I changed the program to produce a BEEP. This also works as it should. However, if I include a keyboard query to repeat the BEEP with "REDO" and to exit the program with "ESCAPE", then my program only works for the first BEEP. I come back to the EA with "ESCAPE". However, with "REDO" no sound is played and the TI gets stuck. Even if I then reload and start the program in the EA, no sound is played. Only after a reset via the TI title screen the program is working again at the first run. What do I have to do so that the sound is also played on the second run?
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MAME 0.225 Whether it’s the Autumn harvest moon, or the ornamental plum blossoms are blowing in the Spring breeze, it’s time for something special: MAME 0.225 is out today! We’ve got some big updates that benefit everyone! First of all, MAME’s sound output system has been overhauled, with better sample rate conversion and mixing. This makes pretty much everything sound sweeter, but on top of that, the Votrax SC-01 speech synthesiser has been tuned up. Does anyone here speak Q*Bertese? SC-01 speech has been added to the Apple II Mockingboard card, too. While we’re talking about Apple II cards, Rhett Aultman has ported the CS8900A Crystal LAN Ethernet controller from VICE, allowing MAME to emulate the a2RetroSystems Uthernet card. Other across-the-board enhancements include more artwork system features (you’ll start to see this show up in external artwork soon), an option to reduce repeated warnings about imperfectly emulated features, and several internal improvements to make development simpler. Significant newly emulated system features include the Philips P2000T’s cassette drive from Erwin Jansen, the Acorn BBC Micro Hybrid Music 4000 Keyboard, internal boot ROM support for the WonderSwan hand-helds, and initial support for the NS32000 CPU. Newly emulated systems include several TV games from MSI based on arcade titles, a couple of Senario Double Dance Mania titles, Sun Mixing’s elusive Super Bubble Bobble, a location test version of Battle Garegga, a couple more versions of Jojo’s Bizarre Adventure, and three more Street Fighter II': Champion Edition bootlegs. Some of the immediately noticeable fixes this month include 15-bit graphics mode refinements for FM Towns from r09, gaps in zoomed sprites on Data East MLC and Seta 2 fixed by cam900, Galaga LED outputs lost during refactoring restored, and clickable artwork remaining clickable when rotated. As always, we can only fit a few highlights here, but you can read all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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Another 7 years has passed so time to dig out the Lynx 2 again. I've just found this forum and am inspired to attempt to sort out an issue that it's had for a very long time. Many many years ago, I carelessly plugged the power cable into the headphone socket with power running through it. I realised as soon as it wouldn't turn on and put it in the correct port! Ever since, the speaker has sounded distorted and quieter than it once was. I always assumed I'd fried a capacitor or something but the sound through the headphones is fine. I'm wondering whether to try changing the speaker or if it's likely to be a waste of time? It's a shame because otherwise it is pristine with the large soft case, carry strap and sun shield. Thank you.
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I just got my Model 1 VA6.x (not sure if it's 6.5 or 6.8) recapped with new capacitors from console5.com. Got them soldered by a local PC repair shop. But I'm pretty sure it's not suppose to sound like this. It's pretty loud and drowns out alot of detail in the music and the treble seems high and shrill sounding depending on the instrument playing. My original childhood VA7 however sounds great in comparison, with punchier bass and percussion. It's much more balanced sounding. And the VA7 is supposed to be the "stinker" model 1s. What's the deal? Is there another component on the board bad on the VA6.x? Something to do with the low or high pass filter? I pretty much don't know anything about electronics/circuitry. Any idea what the problem could be? Thanks!
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Hello, I've got an Atari 1040STE, I plugged in the left and right audio jacks the other day, and I'm not able to get audio from the Yamaha sound chip. I have removed the YM sound chip and placed it back in, no luck. I have recently been replacing the capacitors in my ST with Rubycon Aluminium caps of the same value, I can't see any errors in what I've done, negative and positive sides all match up. I've also replaced the PSU, but this has been running smoothly for a couple of weeks. Can anyone give any indication as to which capacitors could cause this issue, or any other help in fixing my ST? I've attached a video of the STE V1.9 test running from a diagnostic cart I purchased from Exxos. MOV_20200812_1840164.mp4
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SuperBlitz with throttle control This enhanced military sim now let's you control the illusion! Featuring an improved Martial soundtrack, lighting strikes and Anti Aircraft missile systems. SuperBlitz is a rewrite of my 80's SuperBlitz port of Blitz that was sold on Disk and Tape and later a magazine type-in, the full history is in this thread: 10 Line Blitz is a new Atari game for the SuperCharger with many enhancements over 9 Line Blitz! ? Features: Algorithmic Music Composition - Changing musical scores and sound Fx, interactive and computer generated during gameplay. Ramping Difficulty - Game starts out easier to play than 9 line Blitz Optical Illusion - Optical illusion effect which vanishes as difficulty ramps! Advanced Play - BW switch Read hardware recommended and a classic Television, if using an emulator make sure to turn off phosphor effects and merge frames! BASIC just like you remember it back in the day! - This game was written in vintage BASIC using 10 lines of 120 characters or less: 0 data city 5,9,6,9,7,6,7,5,9,5,5,5,5,6,6,7,5,8,5,8,7,5,8,8,5,5,6,6,7,5,7,8,9,8,8,7,8,9,5,6,8,5,9,6,6,7,5,7,5,5,8,5 1 if g=0 then for j=0 to 9:player1(j)=189:player0(j)=pl(j):rowcolors(j)=178:next j else goto3:data pl 0,224,127,231,252 2 for j=20 to 71:k=j-20:k=city(k):for i=k to 9:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:y=11:g=1:COLUP1=99 3 if f<player0y/52 and SWCHB|247=255 then f=f+1:goto 9 else AUDC1=7:AUDF1=BITIndex/5:AUDV1=BITIndex:f=0:rem Theme Music 4 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data P 192,128,0 5 if joy0fire=1 and y>8 then AUDF0=12:AUDC0=9:SUSTAINFORFRAMES=15:x=BITIndex+9:i=96-player0y:i=i/10:y=1+i:remPlayahTune 6 if y<10 then vwpixel(x,y,bindplayer1):COLUP1=M(y):y=y+1:data M 99,84,180,164,50,68,196,148,244,84,36,9:rem Do Rainbow 7 if y<10 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:rem Hit! 8 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:rem 10LINEBLITZ 9 if CXP0FB>126 or player0y=0 then CXCLR=0:g=0:for i=0 to255:AUDF0=i:AUDV0=i:COLUBK=$34:next else missile0y=missile0y+2 The BASIC compiler for the SuperCharger is available free on my site here Have Fun! EDIT New version: 10LINEBLITZ II Waves and Mission What's new? rem --- 10LINEBLITZ II - Waves and Missions rem --- Insignia on your Plane is revealed after you complete your Night Mission! rem --- Multiple Waves over differently colored Sky's and Cities rem --- More optical illusions: Some color combinations create unreal artifacting such as textured bricks - complete several rounds and describe what you encounter! rem --- note: Classic hardware and a CRT required to experience artifacting textures and additional illusions rem --- unique features rem --- Each Wave achieved keeps it's colors in Attract mode rem --- Unlimited continues to complete the Missions until powering off SuperBlitz Throttle Control: SUPERBLITZ.bin 10LINEBLITZII (code in post 7) 10LINEBLITZII.bin Original version of 10LINEBLITZ: 10LINEBLITZ.bin
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Hy there. I got my very first Jaguar today. Hooked it up and it seem to work fine. Can't test much because I currently have no controller. Now comes the strange part. The start up screen has sound but is missing the growl when the Logo comes up. The music in the startup plays fine tough. Cybermorph starts up with sound effects but no music an no voice samples. What could be my problem? I am aware that the game could have mutet the sound by the previous owner but the partial missing sound seems fishy!
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Hi All, Seriously, I have no idea what is happening here. I am working on a TURBO BASIC program that will let the user exercise their (relative) ear. It is planned to test intervals melodic and harmonic and probably a few other things. To come as close as possible to the wanted frequency (I have really a sensitive and precise ear) I use 16-bit pokey registers in stead of 8bit. Downside is that I only can play 2 tones together, but ok... Perhaps I might decide later to go to the 8bit 4# voice capabilities of pokey. Earlier today I found that DSOUND 0,4020,10,10 would produce a perfect 220Hz A and and DSOUND 0,2008,10,10 would produce a perfect 440Hz A. I was very happy with the results, I saved my program to disk and that was that. Now I fired up the Atari with Turbo Basic and I was playing again with the DSOUND command and I was not as satisfied as I was earlier today. I was like: hmm it is not right. So I started playing again with it and I found different values. After checking: DSOUND 0,4028,10,10 gives the perfect 220Hz A DSOUND 0,2017,10,10 gives the perfect 440Hz A DSOUND 0,1001,10,10 gives the perfect 880Hz A Ok it is not really a big difference, but still, I was not as close as I would have thought. So my 2 questions are: How stable is this anyway? Can I assume that pokey in 16bit modus produces a steady frequency or does it fluctuate (when colder/warmer) or is it a different part on the PCB that might have influence on the frequency? (Like the audio-out circuit)? I am using the speaker of my television set, so it is not directly what comes out of pokey. In the Turbo Basic Manual by Wil Braakman I read a formula: "de berekende frequentie in HERZ nu 1789790 / (2*freq+14) bedraagt. De frequentie bedraagt dan 16 bit (0 . . . . 65535)" (Braakman, 1988, p. 3-36). This means that the 16bit pokey value for 440Hz would be: 1789790 / (2*440+14) is approx. 2002 which is closer to my earlier find of 2008, and than my newer find of 2017. It seems that either this formula is wrong, or my ears/tuner-app. My personal findings using ear and tuner-app come way more close to 220Hz, 440Hz and 880hz than this formula. Is there a better formula somewhere? Or is there something else wrong? Or do I ask too much of a formula anyway? I am really interested in this stuff, I hope someone can help. Marius -- Braakman, W. (1988). TURBO BASIC XL 1.5 MANUAL. 's-Hertogenbosch, Netherlands: Stichting Atari Gebruikers.
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I have spent a little time looking through some ATARI Assembly Language books for sound routines that I might find useful. I found several examples in ATARI Assembly Language Programmer's Guide by Allan Moose and Marian Lorenz. Chapter 5, appropriately titled "Sound", has 3 programs that I wanted to hear. BOX 31 - Envelope, BOX 32 - Tremolo, and BOX 33 - Vibrato. These are BASIC examples using USR routines. The ml programs were listed in BOX31A, BOX32A, and BOX33A. The first program was typed in and I got that "What the #@%!?" feeling when I typed RUN. It didn't work. As I was checking for my typos that feeling was slowly replaced with a DajaVue. I was back to "What the #@%!?" when I couldn't find a typo. I started feeling nostalgic about half way through trying to follow the ML logic and determining if it matched the DATA statements. Euphoria washed away several hours of frustration as I listened to the sound with an envelope. Now I realized, it is the search for euphoria that is drawing me back to my Atari age of computing. Spoiler Alert- If you too are looking for your euphoria then avoid downloading this ATR. It contains a working version of the BASIC programs with slight modifications and the USR routine source code in MAC/65 format. SOUND Box 31-33a.atr
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I've recently become fascinated, again, with early software synthesis. For example, take Eugene Jarvis' sound engine in Robotron and Defender: I love that it ran on such a limited processor. But the thing that really gets me as a synth geek is the parameter space-- the fact that you can do so much with what I think he said was 8 parameters (in the Robotron GDC post-mortem). I see that he goes into a little more detail here: http://www.firepowerpinball.com/downloads/Eugene_Jarvis_Interview.pdf-- it's funny too because we always think of general-purpose-CPU softsynths as a late 90s phenomenon! Now, I see someone has done a commented Robotron disassembly, but I don't think they got to the sound system. I'd love to find more info about it, short of disassembling it myself. I also noticed that Konami's Time Pilot '84 produces a lot of similar tones. It supposedly uses one of those simple squarewave+noise PSGs, but it's driven by a reasonably fast CPU, which makes me wonder what's really going on there. Maybe it's manipulating the sound chip's registers really fast, or there's a bit-bang channel in addition to the sound chip. I think some of those dedicated PSGs had simple amplitude envelopes you could leverage, too..? Any other arcade games that use or are suspected of using a softsynth to generate their sounds besides these and the Namco games? Any tones that strike you as particularly neat? I might play with some primitive softsynth concepts tonight. I want to see if I can make one that barely branches, and also see what FM does with such low resolution grainy tables (for example, do you really need a LFSR if you've got FM feedback?).
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I've had a Model 1 "High Definition Graphics" VA6 Sega Genesis for a few months now and have been playing it on an almost daily basis, and it's worked great. Up until this past week that is when all of a sudden the music started cutting out for a second or two in games about 25% of the time when a sound effect is played at the same time as the music, and sound effects would often drag on for a second or so longer than they were supposed to and sound distorted. This has happened in every game I've played lately (I've tried half a dozen or so different games) but is rather random, sometimes I'll play a game and it'll sound fine and other times the music will cut out randomly and the sound effects will be drawn out and distorted. I've tried using a regular old mono composite cable for A/V output and I've tried patching the sound through the headphone jack on the front of the system for stereo sound instead, but the audio problems persist regardless of whether the sound is coming out of the mono composite jack on the back of the system or the headphone jack on the front. Does this sound like a capacitor issue that could be remedied by ordering a cap kit and replacing all the capacitors or could there be something else funky going on with my Sega Genesis?
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Has anyone created a sound effect library for use in our 7800 Basic projects?
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Hello there fellow console enthusiasts! My gamecube console is having a severe problem in loading up games properly and playing sound. All the sound, from the startup music to menu sounds, are all heavily distorted and buzzing. On top of that, most games are not being loaded. Metroid Prime 2 just stays dark after the red Nintendo logo. But Pokemon colosseum freezes with a green screen (more flickerish green) after I'm able to choose the frequency of my tv (either ends up with a frozen screen). I recorded the problem: https://drive.google.com/file/d/1lAGaKJ1O82hp23F2pSj9u5OZRPcgxaSm/view?usp=sharing Might anyone have an idea on how to fix this? Thanks! Jason Fyi: I formerly had problems with the lens but I adjusted the resistance of the laser so that it again could read discs.
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I am a bloody beginner with ASM, using WUDSN IDE and MADS to code a little demo. I have an obj-soundfile which was created with "The Soundmachine" from J. Piscol, but have no idea, how to include that in my project and play it back. There is a BASIC-Demo on the Soundmachine disk, but that doesn´t help me due to my limited knowledge. Can´t find any documentation. Any help appreciated.
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Since yesterday I suddenly have a very weird issue where all versions of Stella (except 6.0) are becoming mostly completely silent. E.g. in E.T you cannot hear the title music, but some cracking sound when the ship is landing. After some research, it turns out that there seems to be a Stella incompatibility with SDL2 2.0.6 and newer on Windows (10). Reverting to SDL2 2.0.5 (or older) fixes the problem. Now we wonder why this issue did not occur earlier to me and why no one else has reported it. Has anyone ever experienced the same issue?
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Once upon a time, more than a decade ago, a collection of sounds and music of various ColecoVision released games was put together with the best sound chip simulator of the time I've coded in Java, better than any emulator back then. https://wayback.archive.org/web/20090831111436/http://www.geocities.com:80/newcoleco/soundbank/os7_en.html Here's an archive of that web page with files. Download: soundbank.zip Unzip everything in a single folder, unzip the soundbanks, but do not unzip the .gz files. Then execute either the CVBANK.JAR or the CVBANK.EXE file. Enjoy!
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I get messages asking how do I compose music for the ColecoVision. I hope this will answer your questions. SCREENSHOTS The only softwares I'm using to compose music for years now. VIDEO The music playing on BlueMSX at 50Hz clock And that's it. I'm not using any music tool nor a midi keyboard which I would like to use; I use my imagination and start coding with time and dedication, trials and errors. STORY TIME Late April 2018 With the positive comments received about my CV Commando music-box, and not yet decided about a game project to do, I wanted to compose another CV song during the last week of April. After watching multiple videos of beloved 80s music, and some videos about a SNES ROM hack called GrandPooBear World filled with music, I've finally selected Africa by Toto. I was a bit afraid to not be able to make it sounds good after hearing the Commodore 64 version I've found that I didn't like much, but the song repeats enough and uses an interesting rhythm variation that I love composing with a drum beat (usually when we *clap* our hands) at every 3/4 per bar (measure), like in Commando and many other songs I've composed so far. April 28, 2018 I went babysitting to help a friend who desperately needed someone for an hour or two. On my way back home, I've stopped at a coffee shop to compose my vision of the ColecoVision version of this music. After many hours calculating and tweaking what each sound channel should do to get a pretty good version of the chorus part, and probably looking like a weirdo moving my hands in the air to the music nobody was hearing, I've decided to stop there, send an email, and let my ears relax. My calculations surprised me to see that power of 2s cycles per note were ideal for the PAL version and so I've decided to go with it. FILE: toto-20180428.zip April 29, 2018 Encouraged by what I've started, I've composed the music intro (riff part) which added the xylophone instrument and a reverb voice effect. But hearing both parts back to back felt a bit off. After some tweaking by reducing the duration of the drum sounds to give more time for the bass notes, both parts sounded finally great together (uniformity of the rhythm). Then I got a call; my friend needed my help again. Back home, I've composed a verse by using the same trick as in Time Pilot by playing the same note on 2 channels but slightly different to get almost the same effect as singing on multiple tracks. (save) FILE: toto-20180429.zip April 30, 2018 After dinner, I've started to compose pretty much everything else which added the flute (recorder) instrument, with the help of some music sheets. I've also tweaked the high pitched notes in the chorus part to not be that loud compared to the rest of the song. I had to stop before completing the solo part; my eyes were redder than ever, it was time to sleep. As a surprise and email test, I've sent this file to some Coleco homebrewers and fans; got a bunch of emails bouncing back but some reached destination. FILE: toto-20180430.zip May 1st, 2018 At lunchtime, I took a moment to complete the solo. Finally! Time to share it online! I've created this post on AtariAge and sent a message on Twitter about it. (save) FILE: toto-20180501.zip Not bad, isn't it? I've even muted one of the 3 tones channels to use its frequency to play bass notes on the noise channel. And keep in mind the sound chip has fewer possibilities than many other sound chips of the time, no triangle wave, no PCM sample, nothing. Simulated instruments: drum *clap*, maraca, bass, keyboard, guitar, flutes, xylophone, voice, chorus. Share and Comment :-)
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Hi everyone, I want to ask for help, I am very impressed as Bill Williams (✞RIP) programmed in atari the characteristic sounds of his great game ALLEY CAT (Barking, meowing, dog and cat fight, kisses and complaints) and I want learn how to make them. They are very similar to the ones I've heard on professional synthesizers (Korg Legacy and MINIAK Akai). In advance, I appreciate your guidance very much.