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Heaven/TQA

Gridrunner - Sound experts needed

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Guys... can some of you help me to recreate these sounds used in Gridrunner VIC20 version into a POKEY equivalent? All please have to be done with some POKEs or small BASIC routines so I can transfer them to sound patches. So please no RMT please...

 

fire up your VIC emulator and type following to get a feeling:

 

POKE 36864+14,15 (that is the base volume for all 3 channels)

 

Sound1:

 

POKE 36864+12,14*16

 

Sound2 with nice "pumping sound" on VIC:

 

POKE 36864+11,135

POKE 36864+10,194

 

sound3:

 

POKE 36864+12,240

 

sound4:

 

POKE 36864+13,240

 

 

there not more sounds in... so grab a VIC version of Gridrunner and have a look and listen...

 

On POKEY side you can have a go with all kinds of settings if you at least use POKES or small routines... as I can integrate them easily in the A8 "overlay" code but it is hard to have a VBL running and try to mimic the sound chip or even using RMT... no need for such basic sounds... but I am not good at all in such things.

 

Thanks!

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nobody of the sound guys can do that for me??? icon_wink.gif

 

Heaven,

 

you know about the timing issues in RMT. In Basic the timing of programming POKEY's registers is all in all not controllable. So you have to build them in a machinecode - subroutine.

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I simply need BASIC POKES... my musical knowledge is nearly 0 to recreate the same notes esp. while the VIC sound generators are overlapping each others range...

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That chart I did some time back might help with the simple sounds.

 

As for the rest... I might give it a go at some stage.

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I simply need BASIC POKES... my musical knowledge is nearly 0 to recreate the same notes esp. while the VIC sound generators are overlapping each others range...

 

 

 

If you want some simple "poked" sounds, you never get any close to what you want to have. This still has nothing to do with the knowledge of music. It's just acting on the generators to create the needed waveforms.

If you want simple created sounds, you should use the old and known ones ;)

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first of all... I need SOUNDS... ;) at the moment I have only the "emulated" ones... which do not sound good of course...

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I still think it's still better to make the sounds as RMT instruments. You can "play" blank music while the FX are played on different voices.

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Miker... but for these 4 basic sounds I should implement full RMT? ok... RMT is anyway loaded in the title screen...

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Kinda odd you want a remake of the Vic 20 Gridrunner, when there's an oiginal atari version already. Llamasoft provided it themselves. Or is the Vic 20 Gridrunner an entirely different game?

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ok.... once again... it is not a remake... it is the original... ;) the existing A8 version is a "port" of the best VIC20 version... and this version I am running... ;) so again... no "remake"...

Edited by Heaven/TQA

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got Miker's sound FX RMT file... I will try to implement them and see how it works out. The explosion color is fixed now as well and the game speed was increased, too, to match the original. so... there are 2 things now to go... the sound fx and the random routine. still have not found how Jeff does the random in the Gridrunner code...

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btw. is there a quick way to restart a song without to call the "init" procedure? by setting song, and position in RMT???

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ok. run into an issue. RMT is disturbing the sample playback when player died or next level and the sound fx is still playing. so question... how can I easily stop RMT except for the "kill" out of the VBL by skipping the calls? calling rmt_silence did not worked.

 

otherwise Miker's sound fx are implemented... I had to remove some of the samples because of the memory usage but well...

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