Subject: Re: [stella] Duel Arena From: Robin Harbron <robinh@xxxxxxxxxxxxxxx> Date: Tue, 02 Sep 1997 16:39:54 -0400 |
Robert A. Colbert wrote: > > >>>That's right. I suppose if you generate the waveform on the fly that even > >>>simple sound hardware like the Apple II will suffice. > I tried writing a "playbin" for the Apple II and didn't have a whole lot of luck, didn't stick with it for long though. I spent an afternoon working on it for the 64. Within the hour I had something playing that sounded very much like a Supercharger tape, but it didn't work :( I'll have to struggle with it further... sort of infuriating, since my 64 and 2600 share the same monitor... :) My test program is a raw (-r) output from makewav on the latest rescue file. BTW, Bob, I've noticed a few things from the raw output: The Supercharger Notes by Christopher Salomon say that the header is a series of $AA's, while makewav puts out $55's. I realize this is 10101010 and 01010101, does the Supercharger care which if it starts on a 0 or a 1? And the Notes state that there should be a 0 byte following the header, while Makewav puts just an extra bit? Is that why the last byte of the header is a $54 (01010100)? > I also tried writing it for the 2600 using a waveform, then setting a delay and modifying the waveform, but each time you did, the speaker clicked. Since then I realized that there is a "speaker click" sound on the 2600, that could use the same algorithm (or similar) as that in the Apple ROM. Never did anything about it, but if I were inclined to, that's where I'd start. Cool. And that's exactly how samples could be played, if memory weren't so precious. Robin -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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