Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Quigibo

Pages: 1 ... 74 75 [76] 77 78 ... 135
1126
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 03, 2010, 04:41:20 am »
Yes, you can have sound effects as well.  There are many options.

One way is to include it separate from the interrupts.  To play the sound effect you would just write the routine using whatever combinations of freq() you need, and then use that when you need it in the code.  The routine doesn't have to have interrupts disabled when playing the sound effect as long as you don't mind having your sound be interrupted by the music which may or may not be desirable.

Another way would be to modify the interrupt routine so that it queues all the sounds that need to be played every time one is loaded.  That would prevent simultaneous playing however.

Uploaded one more, this one is from .hack, never played the game, but it sounds cool and it shows how the tempo can be changed.

EDIT: By the way, you can change the interrupt frequency to speed up the music.  4 is slightly faster, 2 sounds nice but its really sped up, 0 is just insane.

1127
TI Z80 / Re: DJ's platformer with parralax scrolling
« on: July 03, 2010, 03:33:01 am »
Keep in mind that although interrupts are convenient, they are much slower, larger, and require more control than just calling the routine from your main loop.  Not to mention, they prevent you from using certain commands like the OS getkey or mirage's [on] break.  You should only use interrupts when it can't be done easily any other way or when exact timing is extremely important.

1128
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 03, 2010, 03:27:33 am »
If anyone wants some more epic music, here are some more demos.  They really push the player to its limits though.  You can erase the first data structure in the example file, recall this into the code, and store it to Str4 to use the 4 button to test these.

The first one is from Pokemon Gold/Silver the surfing theme
The second one is from Big Blue in the original F-Zero.

1129
Axe / Re: Sprite Editor
« on: July 03, 2010, 01:05:02 am »
What about e^(X)-1->A  That should work with X between 0-8

1130
Portal X / Re: Portal X
« on: July 03, 2010, 12:50:21 am »
Kinda funny bug.  I'm not even pressing any keys.

1131
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 02, 2010, 11:59:43 pm »
Just wanted to confirm that I checked the note range, and the lowest note playable is the middle C and there really isn't much of an upper bound.  I mean, there is, but its very high.  So if you have a track that goes below middle C, you can always transpose the entire track to a higher key in your editor of choice and yes, NWC can do this.  The reason the note is capped at C instead of a lower note is becasue I wanted the music to sound like it was in a similar key to the midi and it sounded too different when it was lower.  The Freq() command doesn't go to very low frequencies since it takes a single byte argument.  I could modify the command, but then it would increase the music data by 50% and make the Freq() routine a little larger.

1132
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 02, 2010, 11:04:39 pm »
Did a quick Google search and I found a copy here.

1133
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 02, 2010, 10:56:02 pm »
That's not true, I have a version that you can do almost everything in including exporting MIDI, it only bugs you to register to buy the full version on startup and prints an order form every time you try to print sheet music.  I don't know what version is on the site now, but I have 1.75c from 2007.

1134
The Axe Parser Project / MIDI To Axe Music Converter
« on: July 02, 2010, 10:35:20 pm »
Get the latest version here

I spend all last night working on this.  Its exactly what the tiles suggests.  It is a working MIDI to Axe data converter than can be used to play music in your games.  Not only does it play in the background using interrupts, but it also plays chords, and pretty nicely too!  However it has a narrow rage of notes so high and low frequencies don't render too well.  Also, it only imports the first track and it has to be a type 0 midi file, but its easy to convert.  I was using Noteworthy Composer to do my editing, its free and gives you that option when saving.  Also, I got most of these tracks from VGMusic.

In the example program press a number 1-4 to play a loop of one of the possibly familiar songs.  Press 0 to stop all music and Clear to quit.

Enjoy!

(Not 100% sure if the mac version works).

1135
ASM / Re: Interrupt routine not executing
« on: July 02, 2010, 12:21:34 pm »
You have to reset the interrupt timer at the end of your interrupt routine so it can start triggering again.

Right where your "Exit_Interrupt_Routine:" is you should insert the following code:
Code: [Select]
ld a,%00001000
out (3),a
ld a,%00001010
out (3),a

Also, if your interrupt code is longer or close to the frequency of an interrupt, you'll want to disable interrupts for the routine and then re-enable them on exit.

1136
Axe / Re: Smooth Scrolling Tilemapper
« on: July 02, 2010, 06:35:05 am »
Awesome job!

By the way:
Code: [Select]
For(Z,1,7)
Copy(L6,Z*96+L6,96)
End
can be
Code: [Select]
Copy(L6,L6+96,96*7)Since once the first 8 rows are copied to the second 8 rows, the pointer is now on the 2nd row, so its now copying the second row to the third row, etc.

1137
The Axe Parser Project / Re: Bug Reports
« on: July 02, 2010, 06:28:05 am »
Hmmm... I'm almost certain that the problem is with the DispGraph routine becasue it doesn't happen with just displaying C as a number.  Try adding an fnOn after each dispgraph.

Calc84maniac, are you sure the

ld a,i
push af
di

pop af
ret po
ei
ret

Will preserve interrupts even when these commands themselves are interrupted?

1138
Other Calc-Related Projects and Ideas / Re: Axe Snake
« on: July 02, 2010, 01:40:55 am »
I tried compiling the program from the first post with 0.3.2 and all the text seemed fine on my 83+SE emu and on an 84+ except for when it froze at the high score menu.  Is it possible there were some text flags that were changed before the program was run?  Also what shell did you use to compile/run the program?  Or did you just use the executable he provided?

1139
The Axe Parser Project / Re: Calling Brave Axe Warriors!
« on: July 02, 2010, 01:25:18 am »
No, the way flash works is that all the data has to be cleared at the same time, or at least in very large chunks.  After that, the entire page is 1s in binary.  From then on, you can only write 0's over the 1's and you wouldn't be able to write a 1 over a 0 since the memory is kind of "one way".  Think about it like the voltage potential is put high and it is easy to put it low (by writing a 0) but it can't be put high again unless the entire chip is put high.

Its really interesting actually.  There is a good article on Wikipedia http://en.wikipedia.org/wiki/Flash_memory#Block_erasure

1140
The Axe Parser Project / Re: Calling Brave Axe Warriors!
« on: July 02, 2010, 12:29:39 am »
Yes of course.  You should see the "Defragmenting..." message every time you compile an app that already exists.  That means that the old app is getting deleted.

Pages: 1 ... 74 75 [76] 77 78 ... 135