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SPIKE

the new NOIZ Invaders

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well i have worked on yet ANOTHER version of Space Invaders.

 

all new graphics and color scheme.

 

still trying to figure out how to change the sounds.

i have changed the missile sound but the other sounds are not so easy to find. :sad:

 

any tips??

 

the rom is on my website.

 

just go to the NOIZ INVADERS page.

 

thanks!!!!! :D

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That's a really cool hack! I'm impressed.

 

My only complaint is that you can't see the markers that show how far left and right you can move.

 

Have you found all the writes to the audio registers? The sound code should be around those STAs. (AUDV0/1, AUDC0/1, AUDF0/1)

 

I didn't realize you were in Houston. Let me know if you ever play in Dallas. I'd love to see the 2600/R in action. :)

 

-Paul

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That's a really cool hack!  I'm impressed.

 

My only complaint is that you can't see the markers that show how far left and right you can move.

 

MEGA MEGA THANKS!!!!!!!!

 

the markers show on my version of Stella 1.1.2 but they change colors with the player ship.

 

Have you found all the writes to the audio registers?  The sound code should be around those STAs.  (AUDV0/1, AUDC0/1, AUDF0/1)

 

i did find those.

volume, type, and frequency right?

 

am i looking in the right place???

this is what i have found so far:

 

LFE28: LDA LFFEA,Y ;4

STA AUDF0,X ;4

LDA #$18 ;2 INVADER KILL NOIZ

STA AUDC0,X ;4

LDA #$CC ;2 #$CB

CMP #$05 ;2

LDA #$04 ;2

BCC LFE3B ;2

LDA #$08 ;2

LFE3B: STA AUDV0,X ;4

RTS ;6

 

LFE3E: LDA LFD44,Y ;4

STA $EE ;3 $EE

LDA #$FF ;2 #$FF WHEN CHANGED MARCH AND MISSILE SOUNDS ARE SILENT

STA $EF ;3 $EF

LDY $CF,X ;4 $CF WHEN CHANGED THE AUD TYPE CHANGES F=FAST DOWN TO 0=SLOW

LDA ($EE),Y ;5 $EE MARCH & MISSILE SILENT when changed

CMP $CD,X ;4 $CD MARCH & MISSILE SILENT when changed

BNE LFE67 ;2

INY ;2

LDA ($EE),Y ;5 EE MARCH & MISSILE SILENT when changed

BMI LFE68 ;2

CMP #$3F ;2

BEQ LFE6C ;2

STA AUDF0,X ;4

INY ;2

LDA ($EE),Y ;5 EE

STA AUDC0,X ;4

INY ;2

LDA ($EE),Y ;5 EE

INY ;2

STY $CF,X ;4 $CF

STA AUDV0,X ;4

LFE67: RTS ;6

 

LFE68: LDA #$00 ;2 #$00

STA $CB,X ;4 $CB

LFE6C: LDA #$00 ;2

STA AUDV0,X ;4

STA $CD,X ;4 $CD GLITCHES when changed

STA $CF,X ;4 $CF GLITCHES when changed

RTS ;6

 

LFE75: LDA $CA ;3 $CA DID NOTHING when changed

AND #$01 ;2

ORA #$80 ;2

STA $CA ;3

RTS ;6

 

I didn't realize you were in Houston.  Let me know if you ever play in Dallas.  I'd love to see the 2600/R in action.  :)

 

-Paul

 

hey cool!

i hope to get up that way eventually!

 

thanks again for any help!

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i did find those.

volume, type, and frequency right?

Right!

 

LFE28: LDA    LFFEA,Y;4

      STA    AUDF0,X;4

The table starting at LFFEA contains frequencies, so you may be able to change those values.

 

LFE3E: LDA    LFD44,Y;4

      STA    $EE    ;3 

      LDA    #$FF   ;2 

      STA    $EF    ;3 

      LDY    $CF,X  ;4

      LDA    ($EE),Y;5

Here we have an example of indirect addressing. The table starting at LFD44 contains the lower byte of a two-byte pointer, the high byte is always set to $FF. You should try to change the values where this pointer (at $FF??) can be pointing to. :idea:

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