whoami999ster Posted September 13, 2021 Share Posted September 13, 2021 5 minutes ago, tmop69 said: It's already included in the directory of the BASIC compiler if you are using the "JUWEL" version. Thanks TMOP I was still on ISABELLA ... let me try ... thanks once again Quote Link to comment Share on other sites More sharing options...
Tursi Posted September 14, 2021 Share Posted September 14, 2021 On 9/12/2021 at 6:05 PM, senior_falcon said: There is about 4K of memory left for more music. And also, I would think that being able to play different music at different places in the game would be desirable. An XB subroutine to do that is included in the zip I posted 1 Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted September 20, 2021 Share Posted September 20, 2021 (edited) Dear All, almost finished ! finally the gamemusic is "on" ... and everything is still working also after music addendum ... here enclosed the semi finished version... music start at opening and every gunman bonus ... any suggestion is welcome... I kindly ask you if by chance do you have a good sound list (I mean real sound list for CALL SOUND statement) for the boothill slashscreen ... like the one attached .m4a Thanks a lot for your patience and help for XB : Image disk GUNSMOKE in DSK1 OLD DSK1.GSV16-AL RUN DeathMarch1.m4a GUNSMOKE.dsk Edited September 20, 2021 by whoami999ster ERRATA CORRIGE 5 Quote Link to comment Share on other sites More sharing options...
whoami999ster Posted September 20, 2021 Share Posted September 20, 2021 On 9/14/2021 at 4:36 AM, Tursi said: An XB subroutine to do that is included in the zip I posted It means that more than one music canbe played ? how to switch beetween songs ? PS. I think that it was a great work from you all ... now from XB256 it's possible to include in programs in easily way some very good music and effects... thanks once again for that Quote Link to comment Share on other sites More sharing options...
oddemann Posted September 20, 2021 Share Posted September 20, 2021 Score 500, cool game! 480 something, change in speed ? Nice feel to it all! End screen... score at the bottom to print screen it, to here? Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 21, 2021 Share Posted September 21, 2021 there's a bug where your chardefs get messed up if you change directions.. not every time Quote Link to comment Share on other sites More sharing options...
Tursi Posted September 21, 2021 Share Posted September 21, 2021 (edited) 7 hours ago, whoami999ster said: It means that more than one music canbe played ? how to switch between songs ? Assuming you are still using my player, and not XB sound lists (I am not clear about that point)... create the SBF file with more than one song included (vgmcomp.exe will accept as many input files as you like). In the readme.txt are listings for three subroutines. You need to include one in your program. I believe it should work correctly compiled. The one for changing song index is this one: 12000 REM PATCH SONGGO WITH INDEX IN 'I' (first song is 0) 12010 CALL PEEK(8196,N1,N2)::REM GET TOP OF FREE RAM 12020 N=N1*256+N2 12030 REM SEARCH TOP DOWN 12040 FOR PTR=16376 TO N STEP -8 12050 CALL PEEK(PTR,N1,N2,N3,N4,N5,N6)::REM CHECK NAME SONGGO (LOWERCASE/UPPERCASE) 12055 IF N1=115 AND N2=111 AND N3=110 AND N4=103 AND N5=103 AND N6=111 THEN 12070 12060 IF N1<>83 OR N2<>79 OR N3<>78 OR N4<>71 OR N5<>71 OR N6<>79 THEN 12100 12070 CALL PEEK(PTR+6,N1,N2) 12080 N=N1*256+N2+84 12090 CALL LOAD(N,I) 12095 PTR=0 12100 NEXT PTR 12110 RETURN Set I to the index you want to play (first one is 0), then gosub this routine. The next music you start with SONGGO will be the one you selected. So for instance, if you put 3 songs in the song bank, you can play the third one like this: 100 I=2 :: REM First song is 0, second is 1, third is 2, etc 110 GOSUB 12000 120 CALL LINK("SONGGO") Note that if you specify a bigger index than exists, the results are not guaranteed. It may well crash the system. So play carefully and always save before you run Edited September 21, 2021 by Tursi (corrected offset to CALL LOAD address) 1 Quote Link to comment Share on other sites More sharing options...
Tursi Posted September 21, 2021 Share Posted September 21, 2021 ** Apologies ** the offset in the readme.txt file seems to be incorrect. I don't think I fixed it when I changed the code to check both uppercase and lowercase. The above code is correct except for line 12080 - that should be: 12080 N=N1*256+N2+84 (The last number changed). The value is correct in the sample disk I posted, it's just wrong in the readme. I'll also edit the above post so the wrong value isn't lying around 1 Quote Link to comment Share on other sites More sharing options...
tmop69 Posted September 21, 2021 Share Posted September 21, 2021 @whoami999ster nice game! Just one none: the ememies are white and the windows have the same color, so when they are appearing on windows they aren't clearly visible. You should change the sprite color to grey in such cases. I've also notices some garbage on the top left corner at launch (tested with Classic99 QI399.050) that disappeared after game over. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.