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DOWNLOAD ColecoVision SlideShow Sample in 5 formats: SLIDESHOW SAMPLE.ZIP README.TXT Hello everyone, My name is NewColeco and I'm gonna tell you what I've been worked on during the last 3 years. Not everyone is aware that graphics are very difficult to add in our beloved homebrew games, especially within the standard 32K cartridge size. To make things worse, some graphics cannot be compressed at all to keep the action fluid and fast. In order to add great looking bitmap screens and tilesets into our projects, we use data compression. I've been working very hard on lossless data compression for our graphics data. My new compressed formats are named DAN1, DAN2, and DAN3; they work especially well for big graphics like charset and bitmap screens. They are, technically speaking, LZ77 variants and developed based on our graphics need. The ZIP file in the download section contains 5 files of the exact same slideshow sample, the only difference is the data compression format used in each one of them. Information about the Slideshow ROM files: in Pletter - ROM size 27730 bytes. in ZX7 - ROM size 27665 bytes. in DAN1 - ROM size 27094 bytes. in DAN1 without RLE support - ROM size 27078 bytes. in DAN3 - ROM size 26999 bytes. For this slideshow sample, saving about 700 bytes is a big deal; should be enough to add an extra picture without going over 32K. Now you know what I've been working on lately. Question? Thanks for reading!
We all know about OctaMED's 8-channels and how StarDust takes two channels and mux's them together to make a total of 6-note polyphony. However, here's a novel way to get a 5th audio channel out of the Amiga by making good use of the (until now) useless composite port: http://jmp.no/blog/a-5th-audio-channel-on-the-amiga Additionally, I was doing some reading on the Amiga's audio circuitry and it's pretty interesting. Here's some of the neat things you do: - Make your own waveforms by drawing them using Audiomaster or some other tracker app. - Feed raw data into Paula to generate crazy waveforms. - Play two waveforms over one another to sum them to a single channel. - Modulate one audio channel with another. - Use DMA to handle the audio or switch it off and let the CPU take direct control. - Append one waveform with another in code. - Overlay all of the channels to create a 14-bit stereo sample playback unit. - Do AM and FM synthesis with an app like OctaMED. - Make use of Paula's four included state machines (and send data to them via the CPU or Agnus). - Increase the sample rate to 57.7 KHz if you have a SuperDenise chip. It's too bad they didn't up this same design to 16-bit for the release of the AGA machines. As 8-bit audio chips go though, the sound quality is pretty awesome. A good example of this is the real-time monitoring mode of the DSS8+ cartridge on a machine with a 68030. It almost sounds like a 16-bit stereo sampler.
Can one of you guys with a multicart tell me if the ROM in http://atariage.com/...byte/?p=3540747 actually plays audio? It works in jzIntv emulation with the --jlp switch but I don't know if it plays anywhere else. Thanks. This was part of a thread but no one replied there, so I put it here to get more "visibility".