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New game port on the way - Gr......er


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According to a doc I found...

 

Frequency is calculated as follows... remembering the high bit of the Freq register turns the voice on/off, so we have 7 bits per voice Freqency resolution:

 

Bass freq = Phi2/256/(255-F)

Alto freq = Phi2/128/(255-F)

Soprano freq = Phi2/64/(255-F)

Noise freq f=Phi2/32/(255-F)

 

PAL Phi2 clock is 1108404.5 MHz

 

so...actually... now we can generate a lookup table?

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I think this should work. I did a spreadsheet which calculates actual frequencies and the AUDF matching value for the VIC Soprano Voice (VIC + $0C)

 

VIC	 Frequency 	AUDF
Soprano
128	136.3686024	231.8761859
129	137.4508929	230.0425152
130	138.5505	228.2088444
131	139.6678427	226.3751737
132	140.8033537	224.5415029
133	141.9574795	222.7078322
134	143.1306818	220.8741614
135	144.3234375	219.0404907
136	145.5362395	217.2068199
137	146.7695975	215.3731491
138	148.0240385	213.5394784
139	149.3001078	211.7058076
140	150.5983696	209.8721369
141	151.9194079	208.0384661
142	153.2638274	206.2047954
143	154.6322545	204.3711246
144	156.0253378	202.5374539
145	157.44375	200.7037831
146	158.8881881	198.8701123
147	160.359375	197.0364416
148	161.8580607	195.2027708
149	163.3850236	193.3691001
150	164.9410714	191.5354293
151	166.5270433	189.7017586
152	168.1438107	187.8680878
153	169.7922794	186.0344171
154	171.4733911	184.2007463
155	173.188125	182.3670755
156	174.9375	180.5334048
157	176.7225765	178.699734
158	178.5444588	176.8660633
159	180.4042969	175.0323925
160	182.3032895	173.1987218
161	184.2426862	171.365051
162	186.2237903	169.5313803
163	188.247962	167.6977095
164	190.3166209	165.8640387
165	192.43125	164.030368
166	194.5933989	162.1966972
167	196.8046875	160.3630265
168	199.0668103	158.5293557
169	201.3815407	156.695685
170	203.7507353	154.8620142
171	206.1763393	153.0283435
172	208.6603916	151.1946727
173	211.2050305	149.3610019
174	213.8125	147.5273312
175	216.4851563	145.6936604
176	219.2254747	143.8599897
177	222.0360577	142.0263189
178	224.9196429	140.1926482
179	227.8791118	138.3589774
180	230.9175	136.5253067
181	234.0380068	134.6916359
182	237.2440068	132.8579651
183	240.5390625	131.0242944
184	243.9269366	129.1906236
185	247.4116071	127.3569529
186	250.9972826	125.5232821
187	254.6884191	123.6896114
188	258.4897388	121.8559406
189	262.40625	120.0222699
190	266.4432692	118.1885991
191	270.6064453	116.3549283
192	274.9017857	114.5212576
193	279.3356855	112.6875868
194	283.914959	110.8539161
195	288.646875	109.0202453
196	293.5391949	107.1865746
197	298.6002155	105.3529038
198	303.8388158	103.5192331
199	309.2645089	101.6855623
200	314.8875	99.85189155
201	320.71875	98.01822079
202	326.7700472	96.18455004
203	333.0540865	94.35087928
204	339.5845588	92.51720853
205	346.37625	90.68353777
206	353.4451531	88.84986702
207	360.8085938	87.01619626
208	368.4853723	85.18252551
209	376.4959239	83.34885475
210	384.8625	81.51518399
211	393.609375	79.68151324
212	402.7630814	77.84784248
213	412.3526786	76.01417173
214	422.410061	74.18050097
215	432.9703125	72.34683022
216	444.0721154	70.51315946
217	455.7582237	68.67948871
218	468.0760135	66.84581795
219	481.078125	65.0121472
220	494.8232143	63.17847644
221	509.3768382	61.34480568
222	524.8125	59.51113493
223	541.2128906	57.67746417
224	558.671371	55.84379342
225	577.29375	54.01012266
226	597.200431	52.17645191
227	618.5290179	50.34278115
228	641.4375	48.5091104
229	666.1081731	46.67543964
230	692.7525	44.84176889
231	721.6171875	43.00809813
232	752.9918478	41.17442737
233	787.21875	39.34075662
234	824.7053571	37.50708586
235	865.940625	35.67341511
236	911.5164474	33.83974435
237	962.15625	32.0060736
238	1018.753676	30.17240284
239	1082.425781	28.33873209
240	1154.5875	26.50506133
241	1237.058036	24.67139058
242	1332.216346	22.83771982
243	1443.234375	21.00404907
244	1574.4375	19.17037831
245	1731.88125	17.33670755
246	1924.3125	15.5030368
247	2164.851563	13.66936604
248	2474.116071	11.83569529
249	2886.46875	10.00202453
250	3463.7625	8.168353777
251	4329.703125	6.334683022
252	5772.9375	4.501012266
253	8659.40625	2.667341511
254	17318.8125	0.833670755

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Seems OK... to test, fire up both emulators and just play the sounds side by side. You should get flanging similar to playing 2 near notes on a single machine.

 

ed - here's a spreadsheet with Bass, Alto, Soprano to AUDF conversions.

 

Plenty of out of range values there... of course that means where dealing with lower frequencies than we can do in 64 Khz mode.

 

VIC_to_A8_sounds.zip

Edited by Rybags
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Seems OK... to test, fire up both emulators and just play the sounds side by side. You should get flanging similar to playing 2 near notes on a single machine.

 

cool.coool....

 

so it would be a piece of cake for you to give me the other 2 tables?

 

and how do we simulating the noise channel?

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:D cool, I thought I was the only one who used Excel like that.

 

Strange RE XBLA with +++? I thought that was the purpose of the games dev? I wonder what went on.

Sadly, I believe it was down to extremely poor sales of Space Giraffe. It's still coming out for PC (I got Space Giraffe on both platforms).

 

Stephen Anderson

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i have importated first channel

 

;VIC20 sound channel to pokey tab
;channel 0
.byte 232,230,228,226,225,223,221,219,217,215
.byte 214,212,210,208,206,204,203,201,199,197
.byte 195,193,192,190,188,186,184,182,181,179
.byte 177,175,173,171,170,168,166,164,162,160
.byte 159,157,155,153,151,149,148,146,144,142
.byte 140,138,137,135,133,131,129,127,126,124
.byte 122,120,118,116,115,113,111,109,107,105
.byte 104,102,100,98,96,94,93,91,89,87,85,83
.byte 82,80,78,76,74,72,71,69,67,65,63,61,60
.byte 58,56,54,52,50,49,47,45,43,41,39,38,36
.byte 34,32,30,28,27,25,23,21,19,17,16,14,12
.byte 10,8,6,5,3,1

 

so...actually i would do this? (which actually does not work)

 

lda #0

ldx $900a

bmi ...

lda channel0,x

... sta $d200

 

??? actually it does not work... ;)

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:D cool, I thought I was the only one who used Excel like that.

 

Strange RE XBLA with +++? I thought that was the purpose of the games dev? I wonder what went on.

Sadly, I believe it was down to extremely poor sales of Space Giraffe. It's still coming out for PC (I got Space Giraffe on both platforms).

 

Stephen Anderson

 

space giraffe rocks on 360... I have to admit that I love most of Jeff games (played hours T2000 on Jag)... man... he IS one of the last stars... but 360 is strong in US so I doubt that they will jump on the Jeff tripp... ;)

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i have importated first channel

 

;VIC20 sound channel to pokey tab
;channel 0
.byte 232,230,228,226,225,223,221,219,217,215
.byte 214,212,210,208,206,204,203,201,199,197
.byte 195,193,192,190,188,186,184,182,181,179
.byte 177,175,173,171,170,168,166,164,162,160
.byte 159,157,155,153,151,149,148,146,144,142
.byte 140,138,137,135,133,131,129,127,126,124
.byte 122,120,118,116,115,113,111,109,107,105
.byte 104,102,100,98,96,94,93,91,89,87,85,83
.byte 82,80,78,76,74,72,71,69,67,65,63,61,60
.byte 58,56,54,52,50,49,47,45,43,41,39,38,36
.byte 34,32,30,28,27,25,23,21,19,17,16,14,12
.byte 10,8,6,5,3,1

 

so...actually i would do this? (which actually does not work)

 

lda #0

ldx $900a

bmi ...

lda channel0,x

... sta $d200

 

??? actually it does not work... ;)

 

ok... because exchange BMI with BPL

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i have importated first channel

 

;VIC20 sound channel to pokey tab
;channel 0
.byte 232,230,228,226,225,223,221,219,217,215
.byte 214,212,210,208,206,204,203,201,199,197
.byte 195,193,192,190,188,186,184,182,181,179
.byte 177,175,173,171,170,168,166,164,162,160
.byte 159,157,155,153,151,149,148,146,144,142
.byte 140,138,137,135,133,131,129,127,126,124
.byte 122,120,118,116,115,113,111,109,107,105
.byte 104,102,100,98,96,94,93,91,89,87,85,83
.byte 82,80,78,76,74,72,71,69,67,65,63,61,60
.byte 58,56,54,52,50,49,47,45,43,41,39,38,36
.byte 34,32,30,28,27,25,23,21,19,17,16,14,12
.byte 10,8,6,5,3,1

 

so...actually i would do this? (which actually does not work)

 

lda #0

ldx $900a

bmi ...

lda channel0,x

... sta $d200

 

??? actually it does not work... ;)

 

IMHO you can just use:

 

lda $900a

eor #255

sta $d200

 

If the octave doesn't match, insert the following between the eor and sta:

 

lsr ; repeat for each octave up

 

or

 

asl ; repeat for each octave down

 

 

so, two octaves down is:

 

lda $900a

eor #255

asl

asl

sta $d200

 

etc...

Edited by ivop
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small update... but sound still not good...

 

I just tried changing $d208 to $01 (15kHz clock) and it starts to sound better. I think the shooting sound is ok then. The high pitched sound is still there though. I guess that channel needs to be lowered a lot.

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You'd need to change the code for the translation table lookup.

 

More like

 

LDX VICFREQ

BPL NOSOUND ; don't play sound

LDA TRANSTABLE-128,X

STA AUDF1

etc

 

I guess for the "No sound" condition on a voice, it would just be sufficient to store 00 in AUDC for that voice.

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So, has this magazine of theirs been covering our other advances in the scene, like VBXE, XLerator, and Interlaced graphics?

The column tends to cover games mainly, but the Atari has been getting a lot more coverage lately. I was kind of hoping to get a mention in there myself! :)

Edited by flashjazzcat
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