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13 minutes ago, Synthpopalooza said:

So ... still thinking:

 

One 16 channel plus one 8 for music, all at $Ax ... the last POKEY and the TIA can be sfx.

Is 16-bit sound more precise for the melody line too, or does it allow additional wave type/filters? I agree that TIA would be a nice option for sound effects.

 

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16 bit gets a lot closer than standard 8-bit for the melody.   At standard tunings with $Ax 8-bit you get about a range of C5 before tuning errors.  However, @bizarrostormy has come up with a neat workaround which extends this range in 8-bit considerably,  involving sliding the whole scale up a few cents.  I'll leave him to link the thread.  :)

 

In $Cx distortions, 16-bit is also invaluable.  Standard 8-bit $Cx only let's you do bass frequencies, but at 16-bit the entire range can be used, and the sound has a NES pulse wave quality to it.  $2x triangle works too, though with some tuning drift on the high end.  Some of the music I did in Millie and Molly uses the $Cx distortions in 16-bit

Edited by Synthpopalooza

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As for filters ... there are two such:

 

Hi pass, which will work from third to first channel, or fourth to 2nd.  In $ Ax distorrion, you can get sid type swirling effects, NES style variable duty cycle pulse wave, or a number of different timbres.  The higher channel's waveform masks out elements from the first.  This is useful in 16-bit mode as well, I have managed to create that swirling bass hit from Defender by setting this in double 16-bit and using all four channels.

 

The second is 2-tone which works only on the first two channels and not in 16-bit mode.  The second channel is a frequency carrier and the first channel adds a modulo to the frequency.  The old Atari XL computers used this for cassette I/O.  POKEYOne does not use this function sadly.

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2 hours ago, Synthpopalooza said:

16 bit gets a lot closer than standard 8-bit for the melody.   At standard tunings with $Ax 8-bit you get about a range of C5 before tuning errors.  However, @bizarrostormy has come up with a neat workaround which extends this range in 8-bit considerably,  involving sliding the whole scale up a few cents.  I'll leave him to link the thread.  :)

 

The thread is here. Warning: it’s technical on the music theory side. I plan to write something for a broader audience once the tables are more mature.

 

Direct link to the tables here.

 

As Synthpopalooza mentioned, the arcade spinach music drops the bass line when the harmony comes in. If I’m hearing it right, it puts the harmony in the lower octave, a good trick to disguise that it’s only two channels. It is in C and only goes down to C3, so the C (high range) table, even in 8-bit, is ideally suited. That gives us at least a couple of options:

  1. Mimic the arcade precisely, and have two POKEY channels for sound effects
  2. Show ‘em what we’ve got. Flesh out the bass line, put the harmony and melody in the same octave, and still have a channel left for sound effects and TIA for footsteps

I’ll try to cook something up.

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This is how the arcade does things I think:

 

Non spinach:

1 channel for music

1 channel for footsteps, punches,and heart pickups

1 channel for Brutus sfx

 

Spinach:

2 channels for music 

1 for footsteps etc.  Brutus fx not needed except when punched.  Can use this channel.

 

 

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42 minutes ago, Synthpopalooza said:

There is actually a C2 and a couple of F2 in there as well.  The C2 is right on the end.

Again, not sure how I missed those, they’re plain to hear. But I only hear one F2, right before the repeat — is there another?

No harmony for those two, so hopefully can switch to 16-bit for them.

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I just played this on my CC2 using the 7800_48K banking file with perfect harmony! 
 

This is an excellent start to what I foresee as a stellar Atari 7800 port of Popeye! I’m really impressed with the graphics and arcade likeness. Thank you @darryl1970 for crafting this excellent beta!

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Darryl, your graphics enhancements on many A8 games and your work on Biscuits in Hell were great but Popeye is awesome!

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23 minutes ago, ZeroPage Homebrew said:

Whoah! Some huge progress has been made with Popeye, looking forward to playing all the new levels, great work @darryl1970!

 

- James

 

 

Have a POKEY waiting on this one. Cart now please!

Edited by sramirez2008
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Wow.. too bad I only last 8 seconds.. hey that reminds me.. nevermind 

Edited by Jinks

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19 hours ago, ZeroPage Homebrew said:

Whoah! Some huge progress has been made with Popeye, looking forward to playing all the new levels, great work @darryl1970!

 

- James

 

 

Thank you! :)

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On ‎10‎/‎22‎/‎2020 at 10:03 PM, ZeroPage Homebrew said:

Whoah! Some huge progress has been made with Popeye, looking forward to playing all the new levels, great work @darryl1970!

 

- James

 

 

:-o  Holy crap!  This is shaping up to be the best and most faithful version of Popeye for any home system!  I want the boxed version in the AtariAge store yesterday!  Take my money now!  :lust:

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EXCLUSIVE POPEYE 7800 PLAYTHROUGH

TOMORROW ON ZEROPAGE HOMEBREW!

 

UPDATE: SHOW WILL BE ON WED NOV 4th!

 

ZeroPage Homebrew will be playing the EXCLUSIVE WIP Update to Popeye 7800 on tomorrow's (Wed Nov 4) stream LIVE on Twitch at 6PM PT | 9PM ET | 2AM GMT! Darryl has expanded his mini-game out to the FULL three levels of Popeye Arcade and we will be playing through the full game tomorrow with game information and background from the developer! Hope everyone can watch!

 

Games:

 

423997957_20201102-LetsPlay.thumb.jpg.02ff039dcb73292194c5afdbfecebae2.jpg

 

 

437591421_7800-Popeyev2.thumb.png.0a3e954a7b1ce8b270d88daca10c6ff6.png

Edited by ZeroPage Homebrew
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On 8/23/2020 at 4:21 PM, SmittyB said:

You should be proud, it plays well and I wouldn't have been able to tell that it was done as a learning exercise.

Here's a link to it running in JS7800 for those curious to try.

 

Man that is amazing fun!!  :D

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