Re: [stella] Duel Arena

Subject: Re: [stella] Duel Arena
From: Robin Harbron <robinh@xxxxxxxxxxxxxxx>
Date: Fri, 29 Aug 1997 13:50:09 -0400
crackers@xxxxxxxx wrote:

> Heck.. if you're generating the waveform on the fly you could probably do
> it with Timex-Sinclair ZX-80. ;) As long as there's 1-bit available
> for sound you should be able to do it.

Right - this is exactly what I'm thinking... now the C64 has hardware
that will make the waveforms on it's own... just initate the wave,
and it does the rest without processor intervention.
 
> Hmmmm... an on the fly .BIN to Waveform programme might be useful. If you
> used the PC's internal speaker then people who don't have soundcards or
> 286+ would be able to develope games too. (you'll have to replace the
> speaker with a headphone jack... not too hard (remember to put an 8K resistor
> in parallel with the jack though)). Finally a use for all those ancient
> 8088 laptops.

I think this is certainly the best way of doing it - think of the
advantages:
1)  No extra step of converting the .bin to .wav
2)  No need to store the fairly large .wav file - on disk or in memory
3)  Good for computers with no facility to play .wav files

> What would be nice about this is everyone would be able to make a file
> server for their 2600 like I have. I was lucky enough to have a spare
> 386 and sound card, but if we had a programme that went direct from .BIN to
> Waveform without the use of a soundcard on the PC, then we'd all be able to
> pick up a cheap XT at the Goodwill/Salley Anne (in my town the Goodwill has
> upped the prices of XTs from $10 to $25, but the Sally Anne still sells them

Even more important, in my opinion, is to get a program like that
into the hands of all the C64/128 users still around.  Why?  'cause
they're the darned best 65xx programmers around :)  And any of the
guys who have a good grasp of VIC programming (the tricky branch of
it) are light years ahead on understanding Stella.  Plus there are
some excellent 65xx assemblers around on that platform.

> Of course, what would we call the programe? It's not makeing .WAVs so I guess
> we could call it MAKENOYZ.EXE ;)

hehe...
 
> And speaking of generating the supercharger waveforms on the fly...
> I recall once we were speculating about adding a "save game" capability to
> the 2600 games that didn't use codes by using the 2600 to generate a
> supercharger waveform that could be saved to tape.

Cool!

Robin.

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