Subject: Re: [stella] 2600 Sound, that time of year.. From: "Eckhard Stolberg" <Eckhard_Stolberg@xxxxxx> Date: Fri, 1 Aug 2003 22:33:19 +0200 |
> So I'm curious now, if with a correct frame time and VSYNC at the right > time, why does Pitfall2 still require a special work around ? It doesn't require it. That's just for speed. Everytime Pitfall2 reads a sound value from the DPC a new value is created. This value always gets put into AUDV0. Channel 0 is solely dedicated to playing the DPC sound. Since we need about 31000 sound values per second in z26, it saves some processing time not to emulate TIA sound channel 0 normally, but instead use the emulated DPC sound values directly. > But, PCAE, I'm grabbing that now, looks promising, but I think in the > immediate future I'm going to implement it into my own sound emu, just so I > can add more music/sound specific features as well as a 2600 triggered write > debug output into a debugger window, jsut so I can debug somewat sensibly, > and you know what ? It'll be fun to write as well :) When you do, I hope you'll post your results here. Maybe we can learn something usefull for z26 from it. ;-) > thanks a lot for the help here Eckhard, hopefully one day I can contribute > something back to the community, but for now it's back to a world of SID > tunes, and dreams of making the 2600 sound a bit like that, whilst doing > something useful(ish) on-screen :) While not quite SID standard, your demo sounds really nice on a real VCS. If you'll ever develop your code far enough to be used in a program with a meaningfull display, that'll surely help to greatly improve the music in homebrew games. Ciao, Eckhard Stolberg ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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