e5frog Posted April 29, 2021 Share Posted April 29, 2021 12 hours ago, atari2600land said: Why was Galactic Space Wars and Pro Football described as Keyboard controllers when they apparently didn't need the keyboard controller because the games were released and the keyboard controller wasn't? Seems a different version was planned according to images - and I'd guess they had to change things to an easier interface...? Maybe there's remnants in the code... 11 hours ago, atari2600land said: What is Microtronix? I think it's just one of the resellers. 1 Quote Link to comment Share on other sites More sharing options...
FND Posted April 29, 2021 Share Posted April 29, 2021 (edited) 8 hours ago, e5frog said: 20 hours ago, atari2600land said: What is Microtronix? I think it's just one of the resellers. Yes Early licensed reseller, Zircon & Microtronix worked with Fairchild for a while prior to Zircon taking over additional Rear Label, otherwise exactly the same example of the Zircon Rear Label Edited April 29, 2021 by FND add photo Quote Link to comment Share on other sites More sharing options...
FND Posted April 29, 2021 Share Posted April 29, 2021 (edited) 21 hours ago, atari2600land said: Why was Galactic Space Wars and Pro Football described as Keyboard controllers when they apparently didn't need the keyboard controller because the games were released and the keyboard controller wasn't? The Keyboard controller was planned but never completed, these ads were printed showing future release expectation If I remember correctly only a wooden mock-up was made for the controller shown on the front of the system II box (center bottom picture shows Black K-1 cart and keyboard controller). I suspect the cart code would of been updated to use the controller but apparently not required as released Edited April 29, 2021 by FND 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 29, 2021 Author Share Posted April 29, 2021 How would the keyboard controller be put in if the controllers were hard-wired into the console? Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted April 29, 2021 Share Posted April 29, 2021 4 minutes ago, atari2600land said: How would the keyboard controller be put in if the controllers were hard-wired into the console? This is a good question, did either model have unpluggable controllers? The only other way would have been a port in the cartridge which would be more things to take into account. 1 Quote Link to comment Share on other sites More sharing options...
e5frog Posted April 29, 2021 Share Posted April 29, 2021 50 minutes ago, atari2600land said: How would the keyboard controller be put in if the controllers were hard-wired into the console? It's my belief it would push people to get the Channel F II that has the external ports. Quote Link to comment Share on other sites More sharing options...
FND Posted April 29, 2021 Share Posted April 29, 2021 (edited) system II only add-on. There it is from my email interview with Nicholas Talesfore 5. Any thing you can remember about the Keyboard Carts and Controller ? The Controller and K-1 Casino Poker is pictured on the System II box and mentioned in a Brochure, Were any of these ever produced (Carts or Controller) ? None have ever turned up, also noticed the K-1 Casino Poker cart pictured on the system II box must be a mock up as the instructions printed on the label are for Robot War/Torpedo Alley [Nicholas F. Talesfore] The Keyboard shown in the photo (was to plug in to a hand controller port and was not a cartridge) was a solid model I designed it but it was never built. I was asked by Jerry Lawson to design probably to be used in some games the programmers were developing but it never was engineered or put into production. Link to full interview http://fndcollectables.com/NINTENDO/NES_C_thru_D/SHIPPING/VIDEO_GAMES/INTELLIVISION/working_interview_notes.html Edited April 29, 2021 by FND 2 1 Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 10, 2021 Share Posted May 10, 2021 e5frog how can you do samples on channel f? Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 10, 2021 Share Posted May 10, 2021 11 minutes ago, atari2601 said: e5frog how can you do samples on channel f? I can't, I haven't suceeded in doing so on a real machine, in emulation it works though, the emulation differs a lot from the real thing regarding sound. Things need to be explored further. Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 10, 2021 Share Posted May 10, 2021 2 minutes ago, e5frog said: I can't, I haven't suceeded in doing so on a real machine, in emulation it works though, the emulation differs a lot from the real thing regarding sound. Things need to be explored further. even if its on an emulator i am just curious how you did it on that tetris thing Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 11, 2021 Share Posted May 11, 2021 Sample data is output with this code: processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " I converted this code that was given to me by utz (Sleizsa Duo/Trio): sample_pointer = sample_buffer output_state = 0 outer_loop: output_state = ~output_state sample_counter = [sample_pointer] ++sample_pointer inner_loop: output_state -> port --sample_counter if sample_counter != 0 goto inner_loop goto outer_loop sample_buffer // PWM data goes here sample_buffer is where the sample data starts, the end is marked with $00. Sample data is made from wav by a program called wav2pwm. https://github.com/JeffAlyanak/pcm2pwm/releases I used a 44100kHz, 8-bit, mono-file saved as Windows PCM I was considering using an address-bit for output and have a small speaker in the cart but... feature creep. 1 1 Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 On 5/11/2021 at 7:10 AM, e5frog said: Sample data is output with this code: processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " I converted this code that was given to me by utz (Sleizsa Duo/Trio): sample_pointer = sample_buffer output_state = 0 outer_loop: output_state = ~output_state sample_counter = [sample_pointer] ++sample_pointer inner_loop: output_state -> port --sample_counter if sample_counter != 0 goto inner_loop goto outer_loop sample_buffer // PWM data goes here sample_buffer is where the sample data starts, the end is marked with $00. Sample data is made from wav by a program called wav2pwm. https://github.com/JeffAlyanak/pcm2pwm/releases I used a 44100kHz, 8-bit, mono-file saved as Windows PCM I was considering using an address-bit for output and have a small speaker in the cart but... feature creep. Soo. Should i use both what do i call them and is this code here fine? .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF so. I dont understand anything Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 15, 2021 Share Posted May 15, 2021 Only the first part is the actual used code, the other is an explanation how playing pwm is played in general. If you put your data in a file called "tetris.smp.inc" you'd be able to run it right away. Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 6 minutes ago, e5frog said: Only the first part is the actual used code, the other is an explanation how playing pwm is played in general. If you put your data in a file called "tetris.smp.inc" you'd be able to run it right away. so now my code looks like this sample_pointer = sample_buffer output_state = 0 outer_loop: output_state = ~output_state sample_counter = [sample_pointer] ++sample_pointer inner_loop: output_state -> port --sample_counter if sample_counter != 0 goto inner_loop goto outer_loop sample_buffer // PWM data goes here .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF and why would converting it to .smp.inc make you be able to run it right away? Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 15, 2021 Share Posted May 15, 2021 That would be the second part of the text marked as code. Save your data with filename "tetris.smp.inc" and use this code (which was the first part): ... or change the name, or paste your code in there instead of the "include" statement. processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 (edited) 7 minutes ago, e5frog said: That would be the second part of the text marked as code. Save your data with filename "tetris.smp.inc" and use this code (which was the first part): ... or change the name, or paste your code in there instead of the "include" statement. processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " well im thinking of adding my own sample so. Yeah. where do i add my own data and how do you rum .smp.inc files? Edited May 15, 2021 by atari2601 Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 now my code looks like this processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " is this good enough or am i missing something Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 15, 2021 Share Posted May 15, 2021 Try it, I think it'll work. I recall having to play around with the sample before it sounding the way it was supposed to. Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 1 minute ago, e5frog said: Try it, I think it'll work. I recall having to play around with the sample before it sounding the way it was supposed to. it dosent run if i compile it with sleiszatrio. so. yeah Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 Just now, atari2601 said: it dosent run if i compile it with sleiszatrio. so. yeah it dosent give any sound out Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 15, 2021 Share Posted May 15, 2021 No need to involve sleiszatrio, the code is standalone, no need for any other code. You use dasm.exe to compile it from command prompt: dasm codefilename.asm -f3 -oFILENAME.bin Your sample data sounds like some sort of thump or maybe like a puff when a steam engine is about to start. Try this: ; The format is 0 ; High value is 140 ; Low value is 110 .byte $FF,$03,$02,$1D,$B5,$02,$02,$02,$02,$02,$2A,$18,$02,$03,$11,$2A .byte $6F,$65,$59,$76,$4E,$3F,$37,$43,$36,$01,$32,$42,$31,$3F,$52,$43 .byte $2A,$44,$0C,$0B,$0F,$17,$45,$3B,$2D,$3D,$3D,$0D,$2F,$02,$0E,$2D .byte $39,$3E,$28,$0E,$0B,$08,$30,$3C,$2E,$39,$38,$13,$09,$0A,$2D,$39 .byte $2D,$3C,$39,$1B,$04,$01,$03,$03,$34,$39,$29,$3D,$2B,$33,$3A,$37 .byte $2B,$3D,$2D,$32,$42,$02,$03,$2D,$25,$44,$2B,$25,$56,$0C,$09,$92 .byte $0B,$0B,$A9,$44,$0C,$44,$5B,$07,$4D,$5B,$0C,$2F,$58,$0D,$5E,$47 .byte $08,$0B,$0C,$2B,$49,$08,$0D,$0C,$0C,$02,$1B,$0E,$16,$01,$03,$02 .byte $0F,$0F,$02,$35,$0A,$0C,$09,$2A,$48,$10,$0B,$0A,$25,$10,$1A,$02 .byte $10,$44,$15,$2F,$39,$25,$2B,$23,$2C,$84,$32,$14,$42,$16,$02,$02 .byte $3A,$89,$6D,$2A,$56,$02,$0D,$4C,$32,$21,$38,$2B,$6B,$52,$4A,$30 .byte $39,$24,$33,$8C,$3B,$3B,$FF,$69,$C0,$8D,$AA,$A1,$DE,$93,$FF,$5B .byte $CB,$80,$2C,$2E,$8D,$3D,$2C,$1F,$02,$0A,$02,$03,$02,$02,$30,$02 .byte $06,$18,$02,$0F,$02,$05,$02,$03,$02,$02,$03,$02,$2C,$02,$03,$01 .byte $0B,$02,$02,$02,$03,$02,$02,$02,$02,$02,$02,$02,$03,$04,$02,$02 .byte $05,$02,$02,$03,$02,$02,$02,$0B,$02,$0E,$02,$03,$01,$0C,$02,$06 .byte $03,$03,$01,$03,$02,$06,$02,$02,$02,$06,$02,$03,$1A,$02,$03,$02 .byte $02,$15,$03,$02,$02,$02,$4B,$2B,$02,$06,$02,$0B,$02,$24,$3D,$01 .byte $03,$02,$02,$0B,$01,$2B,$0B,$01,$03,$02,$49,$45,$39,$36,$37,$02 .byte $02,$02,$03,$01,$03,$02,$02,$02,$3B,$02,$02,$4B,$2A,$2E,$3E,$31 .byte $39,$30,$37,$41,$3C,$33,$33,$28,$32,$3A,$8B,$78,$AB,$39,$36,$30 .byte $3C,$2D,$2F,$3F,$3B,$2B,$9D,$53,$2F,$2D,$3B,$26,$45,$19,$02,$02 .byte $3D,$48,$3B,$2D,$39,$2F,$32,$22,$02,$01,$09,$09,$2F,$41,$35,$30 .byte $3B,$02,$02,$2E,$2D,$01,$03,$02,$02,$03,$01,$29,$02,$02,$02,$02 .byte $03,$01,$2B,$01,$03,$01,$03,$02,$02,$3A,$3B,$2D,$3B,$03,$01,$3A .byte $33,$34,$02,$02,$02,$02,$4C,$46,$20,$4C,$30,$22,$43,$32,$3F,$4A .byte $28,$32,$3E,$28,$43,$3A,$64,$66,$2F,$1E,$87,$32,$03,$02,$85,$41 .byte $36,$30,$A4,$26,$3D,$2F,$2D,$94,$BE,$A4,$47,$1D,$02,$2E,$2A,$03 .byte $12,$02,$25,$02,$15,$02,$03,$02,$0B,$01,$04,$02,$09,$02,$0F,$02 .byte $0A,$02,$03,$02,$03,$02,$0B,$02,$03,$02,$02,$02,$03,$01,$03,$02 .byte $03,$02,$02,$02,$06,$03,$06,$15,$03,$04,$02,$03,$02,$04,$02,$03 .byte $02,$03,$02,$0A,$02,$04,$02,$03,$02,$04,$02,$0B,$02,$08,$02,$03 .byte $02,$03,$02,$03,$02,$07,$02,$02,$02,$03,$02,$08,$02,$07,$02,$02 .byte $03,$03,$02,$04,$02,$04,$02,$02,$03,$02,$03,$03,$02,$03,$04,$06 .byte $04,$04,$03,$02,$03,$02,$03,$02,$03,$02,$02,$03,$07,$02,$02,$02 .byte $03,$03,$08,$02,$07,$02,$03,$02,$03,$02,$05,$02,$09,$03,$03,$02 .byte $03,$03,$02,$03,$03,$03,$03,$02,$03,$03,$03,$03,$09,$02,$08,$03 .byte $03,$02,$02,$02,$06,$03,$09,$03,$03,$03,$06,$02,$02,$02,$03,$02 .byte $02,$03,$03,$02,$02,$02,$02,$01,$03,$02,$03,$02,$03,$03,$02,$06 .byte $02,$02,$03,$03,$02,$03,$03,$02,$03,$03,$0A,$02,$03,$03,$05,$02 .byte $03,$03,$02,$03,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$03,$03 .byte $03,$03,$03,$02,$03,$04,$03,$03,$02,$02,$02,$02,$03,$02,$03,$05 .byte $02,$03,$02,$03,$03,$03,$04,$02,$03,$02,$02,$03,$03,$03,$04,$02 .byte $02,$03,$03,$04,$02,$03,$02,$03,$03,$09,$03,$02,$03,$02,$02,$07 .byte $03,$05,$02,$06,$03,$02,$03,$02,$01,$02,$03,$02,$03,$02,$03,$02 .byte $03,$03,$05,$06,$02,$02,$02,$03,$02,$02,$02,$03,$04,$06,$03,$03 .byte $02,$02,$03,$02,$03,$02,$02,$06,$03,$03,$0F,$03,$03,$01,$04,$02 .byte $16,$02,$03,$02,$04,$02,$03,$02,$03,$02,$02,$03,$03,$03,$02,$03 .byte $01,$02,$04,$04,$03,$02,$03,$02,$03,$02,$02,$02,$03,$02,$02,$03 .byte $04,$03,$03,$02,$02,$02,$03,$02,$03,$02,$02,$02,$02,$03,$04,$02 .byte $02,$03,$03,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03,$03 .byte $06,$05,$03,$02,$03,$02,$0A,$03,$03,$02,$03,$02,$02,$02,$02,$03 .byte $03,$03,$02,$03,$03,$02,$02,$02,$03,$02,$02,$02,$03,$02,$03,$02 .byte $03,$06,$02,$03,$02,$02,$03,$02,$02,$05,$03,$03,$05,$05,$03,$02 .byte $02,$03,$02,$03,$02,$02,$04,$03,$03,$05,$02,$03,$02,$03,$03,$02 .byte $03,$02,$02,$03,$02,$03,$02,$02,$01,$02,$03,$03,$02,$02,$02,$03 .byte $02,$02,$02,$03,$02,$02,$02,$04,$02,$03,$03,$03,$03,$03,$02,$04 .byte $03,$03,$02,$02,$03,$03,$05,$03,$02,$02,$02,$02,$02,$02,$03,$02 .byte $02,$03,$04,$06,$03,$03,$03,$05,$02,$02,$05,$03,$07,$02,$07,$02 .byte $03,$02,$03,$02,$06,$01,$03,$02,$06,$02,$03,$02,$03,$03,$03,$02 .byte $02,$02,$02,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02 .byte $0A,$02,$07,$02,$0F,$03,$0B,$02,$03,$02,$02,$02,$03,$05,$02,$03 .byte $02,$03,$02,$03,$02,$02,$02,$03,$02,$03,$03,$02,$02,$03,$02,$03 .byte $03,$03,$03,$06,$02,$02,$03,$02,$02,$07,$03,$03,$02,$03,$02,$06 .byte $03,$09,$02,$04,$02,$06,$02,$02,$03,$03,$05,$03,$03,$02,$02,$03 .byte $04,$07,$03,$03,$02,$02,$03,$04,$05,$03,$03,$02,$03,$03,$03,$03 .byte $06,$05,$07,$03,$23,$02,$02,$03,$02,$02,$03,$02,$03,$02,$02,$04 .byte $03,$03,$02,$02,$03,$05,$05,$03,$03,$03,$03,$03,$02,$03,$04,$02 .byte $03,$02,$03,$03,$04,$02,$02,$03,$03,$03,$03,$03,$05,$02,$03,$02 .byte $02,$02,$02,$03,$02,$02,$02,$03,$02,$02,$03,$03,$03,$02,$02,$03 .byte $04,$07,$05,$03,$03,$03,$02,$02,$03,$03,$02,$04,$03,$02,$03,$02 .byte $02,$03,$05,$03,$05,$02,$03,$02,$04,$03,$07,$02,$05,$03,$02,$02 .byte $03,$03,$04,$02,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$02,$02 .byte $05,$03,$03,$03,$03,$03,$02,$03,$03,$02,$02,$03,$0A,$03,$03,$03 .byte $03,$03,$03,$01,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02 .byte $02,$03,$02,$03,$02,$05,$02,$11,$02,$03,$07,$03,$03,$02,$02,$02 .byte $02,$03,$02,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02,$03 .byte $06,$03,$06,$05,$03,$04,$02,$02,$03,$03,$04,$03,$02,$02,$03,$02 .byte $0A,$02,$03,$02,$03,$03,$04,$02,$04,$03,$07,$02,$03,$03,$03,$02 .byte $04,$03,$03,$02,$03,$03,$02,$03,$02,$03,$02,$05,$03,$02,$03,$03 .byte $03,$02,$02,$02,$03,$05,$02,$02,$03,$03,$02,$02,$05,$03,$03,$02 .byte $02,$03,$03,$06,$02,$02,$02,$03,$03,$06,$06,$02,$03,$02,$02,$03 .byte $02,$03,$02,$02,$03,$02,$03,$02,$04,$03,$02,$03,$02,$02,$03,$02 .byte $02,$02,$03,$02,$02,$02,$03,$03,$02,$01,$02,$02,$03,$03,$05,$05 .byte $04,$05,$05,$03,$06,$02,$03,$01,$03,$03,$09,$03,$02,$02,$02,$03 .byte $05,$03,$02,$02,$02,$03,$02,$02,$03,$02,$02,$02,$03,$02,$02,$02 .byte $03,$04,$04,$06,$04,$06,$05,$04,$06,$04,$03,$03,$02,$03,$04,$03 .byte $04,$07,$04,$05,$04,$05,$04,$04,$02,$02,$03,$03,$05,$03,$07,$04 .byte $05,$04,$04,$03,$02,$02,$03,$02,$03,$01,$04,$05,$03,$03,$07,$03 .byte $05,$02,$02,$02,$04,$05,$06,$03,$06,$06,$03,$03,$06,$06,$03,$05 .byte $04,$05,$03,$02,$02,$03,$03,$05,$07,$03,$05,$06,$04,$03,$08,$02 .byte $03,$02,$02,$02,$03,$05,$04,$08,$03,$04,$03,$01,$02,$03,$02,$02 .byte $03,$03,$02,$01,$03,$03,$06,$03,$05,$03,$05,$02,$02,$03,$02,$03 .byte $02,$02,$07,$02,$03,$02,$02,$02,$03,$02,$03,$02,$02,$03,$01,$03 .byte $02,$06,$06,$02,$06,$03,$09,$02,$05,$04,$06,$03,$06,$02,$02,$02 .byte $03,$02,$02,$02,$03,$04,$05,$05,$04,$06,$03,$05,$06,$03,$06,$06 .byte $03,$06,$06,$03,$03,$04,$07,$02,$02,$02,$04,$08,$03,$03,$05,$05 .byte $06,$03,$07,$02,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03 .byte $06,$02,$02,$03,$03,$04,$03,$02,$03,$03,$03,$02,$02,$03,$03,$03 .byte $02,$03,$03,$03,$02,$02,$03,$02,$0A,$03,$03,$07,$05,$02,$03,$02 .byte $03,$02,$03,$03,$12,$02,$03,$02,$04,$02,$02,$03,$03,$02,$04,$03 .byte $0B,$02,$02,$03,$1B,$02,$1B,$02,$03,$02,$03,$02,$05,$03,$07,$03 .byte $67 Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 5 minutes ago, e5frog said: No need to involve sleiszatrio, the code is standalone, no need for any other code. You use dasm.exe to compile it from command prompt: dasm codefilename.asm -f3 -oFILENAME.bin Your sample data sounds like some sort of thump or maybe like a puff when a steam engine is about to start. Try this: ; The format is 0 ; High value is 140 ; Low value is 110 .byte $FF,$03,$02,$1D,$B5,$02,$02,$02,$02,$02,$2A,$18,$02,$03,$11,$2A .byte $6F,$65,$59,$76,$4E,$3F,$37,$43,$36,$01,$32,$42,$31,$3F,$52,$43 .byte $2A,$44,$0C,$0B,$0F,$17,$45,$3B,$2D,$3D,$3D,$0D,$2F,$02,$0E,$2D .byte $39,$3E,$28,$0E,$0B,$08,$30,$3C,$2E,$39,$38,$13,$09,$0A,$2D,$39 .byte $2D,$3C,$39,$1B,$04,$01,$03,$03,$34,$39,$29,$3D,$2B,$33,$3A,$37 .byte $2B,$3D,$2D,$32,$42,$02,$03,$2D,$25,$44,$2B,$25,$56,$0C,$09,$92 .byte $0B,$0B,$A9,$44,$0C,$44,$5B,$07,$4D,$5B,$0C,$2F,$58,$0D,$5E,$47 .byte $08,$0B,$0C,$2B,$49,$08,$0D,$0C,$0C,$02,$1B,$0E,$16,$01,$03,$02 .byte $0F,$0F,$02,$35,$0A,$0C,$09,$2A,$48,$10,$0B,$0A,$25,$10,$1A,$02 .byte $10,$44,$15,$2F,$39,$25,$2B,$23,$2C,$84,$32,$14,$42,$16,$02,$02 .byte $3A,$89,$6D,$2A,$56,$02,$0D,$4C,$32,$21,$38,$2B,$6B,$52,$4A,$30 .byte $39,$24,$33,$8C,$3B,$3B,$FF,$69,$C0,$8D,$AA,$A1,$DE,$93,$FF,$5B .byte $CB,$80,$2C,$2E,$8D,$3D,$2C,$1F,$02,$0A,$02,$03,$02,$02,$30,$02 .byte $06,$18,$02,$0F,$02,$05,$02,$03,$02,$02,$03,$02,$2C,$02,$03,$01 .byte $0B,$02,$02,$02,$03,$02,$02,$02,$02,$02,$02,$02,$03,$04,$02,$02 .byte $05,$02,$02,$03,$02,$02,$02,$0B,$02,$0E,$02,$03,$01,$0C,$02,$06 .byte $03,$03,$01,$03,$02,$06,$02,$02,$02,$06,$02,$03,$1A,$02,$03,$02 .byte $02,$15,$03,$02,$02,$02,$4B,$2B,$02,$06,$02,$0B,$02,$24,$3D,$01 .byte $03,$02,$02,$0B,$01,$2B,$0B,$01,$03,$02,$49,$45,$39,$36,$37,$02 .byte $02,$02,$03,$01,$03,$02,$02,$02,$3B,$02,$02,$4B,$2A,$2E,$3E,$31 .byte $39,$30,$37,$41,$3C,$33,$33,$28,$32,$3A,$8B,$78,$AB,$39,$36,$30 .byte $3C,$2D,$2F,$3F,$3B,$2B,$9D,$53,$2F,$2D,$3B,$26,$45,$19,$02,$02 .byte $3D,$48,$3B,$2D,$39,$2F,$32,$22,$02,$01,$09,$09,$2F,$41,$35,$30 .byte $3B,$02,$02,$2E,$2D,$01,$03,$02,$02,$03,$01,$29,$02,$02,$02,$02 .byte $03,$01,$2B,$01,$03,$01,$03,$02,$02,$3A,$3B,$2D,$3B,$03,$01,$3A .byte $33,$34,$02,$02,$02,$02,$4C,$46,$20,$4C,$30,$22,$43,$32,$3F,$4A .byte $28,$32,$3E,$28,$43,$3A,$64,$66,$2F,$1E,$87,$32,$03,$02,$85,$41 .byte $36,$30,$A4,$26,$3D,$2F,$2D,$94,$BE,$A4,$47,$1D,$02,$2E,$2A,$03 .byte $12,$02,$25,$02,$15,$02,$03,$02,$0B,$01,$04,$02,$09,$02,$0F,$02 .byte $0A,$02,$03,$02,$03,$02,$0B,$02,$03,$02,$02,$02,$03,$01,$03,$02 .byte $03,$02,$02,$02,$06,$03,$06,$15,$03,$04,$02,$03,$02,$04,$02,$03 .byte $02,$03,$02,$0A,$02,$04,$02,$03,$02,$04,$02,$0B,$02,$08,$02,$03 .byte $02,$03,$02,$03,$02,$07,$02,$02,$02,$03,$02,$08,$02,$07,$02,$02 .byte $03,$03,$02,$04,$02,$04,$02,$02,$03,$02,$03,$03,$02,$03,$04,$06 .byte $04,$04,$03,$02,$03,$02,$03,$02,$03,$02,$02,$03,$07,$02,$02,$02 .byte $03,$03,$08,$02,$07,$02,$03,$02,$03,$02,$05,$02,$09,$03,$03,$02 .byte $03,$03,$02,$03,$03,$03,$03,$02,$03,$03,$03,$03,$09,$02,$08,$03 .byte $03,$02,$02,$02,$06,$03,$09,$03,$03,$03,$06,$02,$02,$02,$03,$02 .byte $02,$03,$03,$02,$02,$02,$02,$01,$03,$02,$03,$02,$03,$03,$02,$06 .byte $02,$02,$03,$03,$02,$03,$03,$02,$03,$03,$0A,$02,$03,$03,$05,$02 .byte $03,$03,$02,$03,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$03,$03 .byte $03,$03,$03,$02,$03,$04,$03,$03,$02,$02,$02,$02,$03,$02,$03,$05 .byte $02,$03,$02,$03,$03,$03,$04,$02,$03,$02,$02,$03,$03,$03,$04,$02 .byte $02,$03,$03,$04,$02,$03,$02,$03,$03,$09,$03,$02,$03,$02,$02,$07 .byte $03,$05,$02,$06,$03,$02,$03,$02,$01,$02,$03,$02,$03,$02,$03,$02 .byte $03,$03,$05,$06,$02,$02,$02,$03,$02,$02,$02,$03,$04,$06,$03,$03 .byte $02,$02,$03,$02,$03,$02,$02,$06,$03,$03,$0F,$03,$03,$01,$04,$02 .byte $16,$02,$03,$02,$04,$02,$03,$02,$03,$02,$02,$03,$03,$03,$02,$03 .byte $01,$02,$04,$04,$03,$02,$03,$02,$03,$02,$02,$02,$03,$02,$02,$03 .byte $04,$03,$03,$02,$02,$02,$03,$02,$03,$02,$02,$02,$02,$03,$04,$02 .byte $02,$03,$03,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03,$03 .byte $06,$05,$03,$02,$03,$02,$0A,$03,$03,$02,$03,$02,$02,$02,$02,$03 .byte $03,$03,$02,$03,$03,$02,$02,$02,$03,$02,$02,$02,$03,$02,$03,$02 .byte $03,$06,$02,$03,$02,$02,$03,$02,$02,$05,$03,$03,$05,$05,$03,$02 .byte $02,$03,$02,$03,$02,$02,$04,$03,$03,$05,$02,$03,$02,$03,$03,$02 .byte $03,$02,$02,$03,$02,$03,$02,$02,$01,$02,$03,$03,$02,$02,$02,$03 .byte $02,$02,$02,$03,$02,$02,$02,$04,$02,$03,$03,$03,$03,$03,$02,$04 .byte $03,$03,$02,$02,$03,$03,$05,$03,$02,$02,$02,$02,$02,$02,$03,$02 .byte $02,$03,$04,$06,$03,$03,$03,$05,$02,$02,$05,$03,$07,$02,$07,$02 .byte $03,$02,$03,$02,$06,$01,$03,$02,$06,$02,$03,$02,$03,$03,$03,$02 .byte $02,$02,$02,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02 .byte $0A,$02,$07,$02,$0F,$03,$0B,$02,$03,$02,$02,$02,$03,$05,$02,$03 .byte $02,$03,$02,$03,$02,$02,$02,$03,$02,$03,$03,$02,$02,$03,$02,$03 .byte $03,$03,$03,$06,$02,$02,$03,$02,$02,$07,$03,$03,$02,$03,$02,$06 .byte $03,$09,$02,$04,$02,$06,$02,$02,$03,$03,$05,$03,$03,$02,$02,$03 .byte $04,$07,$03,$03,$02,$02,$03,$04,$05,$03,$03,$02,$03,$03,$03,$03 .byte $06,$05,$07,$03,$23,$02,$02,$03,$02,$02,$03,$02,$03,$02,$02,$04 .byte $03,$03,$02,$02,$03,$05,$05,$03,$03,$03,$03,$03,$02,$03,$04,$02 .byte $03,$02,$03,$03,$04,$02,$02,$03,$03,$03,$03,$03,$05,$02,$03,$02 .byte $02,$02,$02,$03,$02,$02,$02,$03,$02,$02,$03,$03,$03,$02,$02,$03 .byte $04,$07,$05,$03,$03,$03,$02,$02,$03,$03,$02,$04,$03,$02,$03,$02 .byte $02,$03,$05,$03,$05,$02,$03,$02,$04,$03,$07,$02,$05,$03,$02,$02 .byte $03,$03,$04,$02,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$02,$02 .byte $05,$03,$03,$03,$03,$03,$02,$03,$03,$02,$02,$03,$0A,$03,$03,$03 .byte $03,$03,$03,$01,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02 .byte $02,$03,$02,$03,$02,$05,$02,$11,$02,$03,$07,$03,$03,$02,$02,$02 .byte $02,$03,$02,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02,$03 .byte $06,$03,$06,$05,$03,$04,$02,$02,$03,$03,$04,$03,$02,$02,$03,$02 .byte $0A,$02,$03,$02,$03,$03,$04,$02,$04,$03,$07,$02,$03,$03,$03,$02 .byte $04,$03,$03,$02,$03,$03,$02,$03,$02,$03,$02,$05,$03,$02,$03,$03 .byte $03,$02,$02,$02,$03,$05,$02,$02,$03,$03,$02,$02,$05,$03,$03,$02 .byte $02,$03,$03,$06,$02,$02,$02,$03,$03,$06,$06,$02,$03,$02,$02,$03 .byte $02,$03,$02,$02,$03,$02,$03,$02,$04,$03,$02,$03,$02,$02,$03,$02 .byte $02,$02,$03,$02,$02,$02,$03,$03,$02,$01,$02,$02,$03,$03,$05,$05 .byte $04,$05,$05,$03,$06,$02,$03,$01,$03,$03,$09,$03,$02,$02,$02,$03 .byte $05,$03,$02,$02,$02,$03,$02,$02,$03,$02,$02,$02,$03,$02,$02,$02 .byte $03,$04,$04,$06,$04,$06,$05,$04,$06,$04,$03,$03,$02,$03,$04,$03 .byte $04,$07,$04,$05,$04,$05,$04,$04,$02,$02,$03,$03,$05,$03,$07,$04 .byte $05,$04,$04,$03,$02,$02,$03,$02,$03,$01,$04,$05,$03,$03,$07,$03 .byte $05,$02,$02,$02,$04,$05,$06,$03,$06,$06,$03,$03,$06,$06,$03,$05 .byte $04,$05,$03,$02,$02,$03,$03,$05,$07,$03,$05,$06,$04,$03,$08,$02 .byte $03,$02,$02,$02,$03,$05,$04,$08,$03,$04,$03,$01,$02,$03,$02,$02 .byte $03,$03,$02,$01,$03,$03,$06,$03,$05,$03,$05,$02,$02,$03,$02,$03 .byte $02,$02,$07,$02,$03,$02,$02,$02,$03,$02,$03,$02,$02,$03,$01,$03 .byte $02,$06,$06,$02,$06,$03,$09,$02,$05,$04,$06,$03,$06,$02,$02,$02 .byte $03,$02,$02,$02,$03,$04,$05,$05,$04,$06,$03,$05,$06,$03,$06,$06 .byte $03,$06,$06,$03,$03,$04,$07,$02,$02,$02,$04,$08,$03,$03,$05,$05 .byte $06,$03,$07,$02,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03 .byte $06,$02,$02,$03,$03,$04,$03,$02,$03,$03,$03,$02,$02,$03,$03,$03 .byte $02,$03,$03,$03,$02,$02,$03,$02,$0A,$03,$03,$07,$05,$02,$03,$02 .byte $03,$02,$03,$03,$12,$02,$03,$02,$04,$02,$02,$03,$03,$02,$04,$03 .byte $0B,$02,$02,$03,$1B,$02,$1B,$02,$03,$02,$03,$02,$05,$03,$07,$03 .byte $67 my sample is a kick Quote Link to comment Share on other sites More sharing options...
atari2601 Posted May 15, 2021 Share Posted May 15, 2021 (edited) 7 minutes ago, atari2601 said: my sample is a kick @e5frog do i just need to write that to a .asm file and compile it? im getting the error Fatal assembly error: Source is not resolvable. Edited May 15, 2021 by atari2601 Quote Link to comment Share on other sites More sharing options...
+jgkspsx Posted May 15, 2021 Share Posted May 15, 2021 Does anybody know who owns the rights to the Channel F and its games? Is it still Zircon (https://www.zircon.com)? The Evercade folks expressed interest in releasing a Channel F compilation for the Evercade, and that would be amazing! Quote Link to comment Share on other sites More sharing options...
e5frog Posted May 15, 2021 Share Posted May 15, 2021 (edited) 2 hours ago, atari2601 said: @e5frog do i just need to write that to a .asm file and compile it? im getting the error Fatal assembly error: Source is not resolvable. If I copy your code and save it as a text-file with suffix .asm - it works just fine. So I don't know what you're doing differently. The suffix doesn't matter at all, you can use .xxx as suffix or none at all, you type what file dasm is going to compile. Using .asm is just to make it easier for you to know what's in the file. Edited May 15, 2021 by e5frog Quote Link to comment Share on other sites More sharing options...
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