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therealbountybob

Red Dwarf Intro Theme - Help make a <30 second tune for my game!

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I'd like to pay homage to Red Dwarf and use the intro music (not the whole song, just a few seconds) for my game Space Fortress Omega.

 

About 12 or 24 seconds of this:

 

Here is a link to it being played by an orchestra:

https://www.youtube.com/watch?v=quTktctks30

Here is a link to some sheet music:

https://musescore.com/user/154204/scores/2474021

 

I have not got RAM for a player (e.g. RMT) so I'm after the note values, durations and any audio settings, but even the notes would be a good start :)

 

Thanks

 

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a lot of red dwarf music was other works redone to fit the show, but the it's cold outside bit was the theme everyone knows... so I'd pick it up with the horns and trumpets after the singing... keeping the comical, happy timber going. It's tongue in cheek folks

 

dunn din duuhh :)

 

This might be of more help for our musicians ...

 

Edited by _The Doctor__
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An intro, and outro, and some in game incidentals? I wonder what emkay could do with this? but I guess you just want note score and pokey values

Edited by _The Doctor__

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Hi Jason, if this is of any use I made an edit of the midi file from the sheet music link and converted it to (frame delay, AUDF) pairs in output.txt. I've included ca65 source for playing it.

red.zip

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Hi Jason, if this is of any use I made an edit of the midi file from the sheet music link and converted it to (frame delay, AUDF) pairs in output.txt. I've included ca65 source for playing it.

Wow thanks Paul but(!) it's the darker intro part (first 24 seconds) often used at the start of each episode as it pans through space that I'm after, rather than the tune itself. This is more in keeping with the game :)

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Wow thanks Paul but(!) it's the darker intro part (first 24 seconds) often used at the start of each episode as it pans through space that I'm after, rather than the tune itself. This is more in keeping with the game :)

 

Smeg! In this one if you only want the first two parts remove all the bytes in the .if 1/.endif in output.txt.

red2.zip

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Thanks Paul, this is brilliant :thumbsup: I think I've got my long standing annoying bug fixed, improved the title screen and still have a whopping 50 bytes left so play with so I can concentrate on getting some bits of music in next :)

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Somehow and surprisingly I've just succeeded in 'translating' the ca65 code into MAC/65 and got the object file to play the tune! (Used altirra's paste and MAC/65s text mode with auto number to get the lines to type themselves in first.)

 

Slight issue is some noises before it starts, possibly this bit:

 

; for each audio channel, the AUDF value and index into the AUDC envelope
channel_data:
.repeat CHANNELS
.byte $00,audc_data_end-audc_data
.endrepeat

 

In MAC/65 I have put this - please can you confirm what the above does, should the 2nd value be table length or is this populated and used on the fly so blank values are ok?

CHANNELDATA

.BYTE $00,$00

.BYTE $00,$00

.BYTE $00,$00

.BYTE $00,$00

 

In this bit I used CPX #4 instead of the calculation, is this correct ?

next:
inx
inx
cpx #(2 * CHANNELS)
bne loo

 

Thanks

:)

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Slight issue is some noises before it starts, possibly this bit:

 

; for each audio channel, the AUDF value and index into the AUDC envelope

channel_data:

.repeat CHANNELS

.byte $00,audc_data_end-audc_data

.endrepeat

 

In MAC/65 I have put this - please can you confirm what the above does, should the 2nd value be table length or is this populated and used on the fly so blank values are ok?

CHANNELDATA

.BYTE $00,$00

.BYTE $00,$00

.BYTE $00,$00

.BYTE $00,$00

 

 

 

That will be it. The second value of the pair is an offset into the audc_data volume curve:

; AUDC volume curve, used for all notes
audc_data:
  .byte $C5,$A6,$A6,$A6,$A6,$A6,$A5,$A5,$A5,$A5,$A5,$A5,$A5,$A5,$A5,$A5
  .byte $A5,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A4,$A3,$A3
  .byte $A3,$A3,$A3,$A3,$A3,$A3,$A3,$A3,$A2,$A2,$A2,$A2,$A2,$A2,$A2,$A2
  .byte $A1,$A1,$A1,$A1,$A1,$A1,$A1,$A0
audc_data_end:
  .byte $00

When nothing is playing it should index the $00 byte at the end. Above audc_data_end - aud_data will result in a value of 56 ($38).

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In this bit I used CPX #4 instead of the calculation, is this correct ?

next:

inx

inx

cpx #(2 * CHANNELS)

bne loo

 

I had used all 4 audio channels, so it should have been cpx #8.

 

With cpx #4 it is only using 2 channels. I just tried and it sounds ok, but not as good as it does with all 4 channels.

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No production with reference to Red Dwarf would be in any way near complete without...

 

 

I had this in my head for days after watching this again after all these years.

 

Thanks - but no thanks! :)

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