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Development - see replay...............

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see replay...............

norakomi
msx professional
Mensajes: 861
Publicado: Junio 09 2005, 13:01   
I have experimented with Sound Effects Editor quite some time (I love the programm !!!!)

But I cannot seem to get it to replay in wbass2.......
I only get some vague sounds, which are not the sound effect the programm should play...
I have been calling see_in, setsfx, main.a, main, cutsfx, see_ex randomly,
but .....no good

does anyone have a simple .asm file for me, in which a soundeffect IS play
the way it should........ (in SEE)
or has anyone experienced the same problem,,,,

thanx

Norakomi
qz3@811m.com
ro
msx guru
Mensajes: 2329
Publicado: Junio 09 2005, 14:05   
hey, nice 2 read u love the programm

did you check the ADDRESS and MAPPING vars? sound to me RAM addressing is wrong (oh, you DID load the data, did ya?)

set these vars for correct memmap+ramadr:

SEEADR: DW &H8000 ;Base address
SEEMAP: DB 1 ;Mapper

to use SEE, put SEEINT on the ISR (interrupt). prolly the version u use already has that build in, this is the exact code in the replayer:

; set SEE on Vblank Hook
DI
LD HL,H_TIMI ;Store intr. hook
LD DE,OLDVBL
LD BC,5
LDIR
LD DE,H_TIMI ;Set new intr. hook
LD HL,NEWVBL
LD BC,5
LDIR
EI
AND A ;[Cy:0]
JP RETURN


then call SEE_IN to initialize the replayer
now you can use SETSFX to replay an effect

JP SETSFX ;Set a new sound effect
; In: C, SFX nr
; B, priority (0, low / <>0, high)
; Out: Cy, 1=SFX not set -> A, error nr
; 0, SFX doesn't excist
; 1, previous SFX still playing (higher prior.)
; 255, SFX not defined (OFF)




norakomi
msx professional
Mensajes: 861
Publicado: Junio 09 2005, 14:43   
cewl !!!
ill do that right away !!

I did load the SFX file (although, im not quite sure of this)
in the bottom of the see3play.asm file there is something like
SEE_ID: DM "SEE3EDIT"

I guess I can put my .SEE file here, like
SEE_ID: DM "QUARTH "

is that right???
norakomi
msx professional
Mensajes: 861
Publicado: Junio 09 2005, 14:43   
oh yeah, one more thing.....

do you have some more example files for me to use?????
(im looking for sfx I can use for shooters......)
norakomi
msx professional
Mensajes: 861
Publicado: Junio 09 2005, 14:45   
oh, yeah (hehehe)
before I start playing my soundeffects should I also bload "see3boot.bin" (or is this only the programm...?)
ro
msx guru
Mensajes: 2329
Publicado: Junio 09 2005, 15:13   
Quote:

cewl !!!
ill do that right away !!

I did load the SFX file (although, im not quite sure of this)
in the bottom of the see3play.asm file there is something like
SEE_ID: DM "SEE3EDIT"

I guess I can put my .SEE file here, like
SEE_ID: DM "QUARTH "

is that right???


NO!! it's the file identifier to check if the file is SEE3 format. only change the vars at the top of the source.
these 4:

; [Vars]
SEEADR: DW &H8000 ;Base address
SEEMAP: DB 1 ;Mapper
SEETID: DB 0 ;Timer I.D. 0=SEE (uses "H_Timi"
; 1=Own timing (from other ISR)
SEEVOL: DB 15 ;Maximum Volume (makes real volume relative!)
; (this option is not 100% yet)

ro
msx guru
Mensajes: 2329
Publicado: Junio 09 2005, 15:15   
you have to load the .SEE file yourself. there's no loading routine in the REPLAYER (it's a replayer, not a loader)

and NO you don't have to bload"see3boot.bin" cuz thaz only the EDITOR. you only need the REPLAYER. thaz it.
good luck.

ps. I'm on a holiday for the next comming 10 days, so I can't help you any further.. good luck. it's really simple...
cheers
ro
msx guru
Mensajes: 2329
Publicado: Junio 09 2005, 15:16   
norakomi
msx professional
Mensajes: 861
Publicado: Junio 09 2005, 19:01   
Ill figure it out now !!
thanx and have a nice vacation !!!! (where are you goin?)
norakomi
msx professional
Mensajes: 861
Publicado: Junio 15 2005, 14:00   
Ok, I figured it out....

I have loaded the file as followed:

page 2,3,0,4
dload "quarth.see",$8000

and in the replayer I make sure that the file is loaded from bank 4.


However there are some question, please help me....

The replayer will only work when I put it at $c000,
all other locations won't work......

Why is this?????

And... The song will only play if I put it in $8000......
If I load the song at (lets say) $D000,
and change the bank setting in the replayer file ($FE to $FF)
the replayer does not work...

Why does the song HAVE to be loaded at $8000,
and the replayer at $C000??????
norakomi
msx professional
Mensajes: 861
Publicado: Junio 17 2005, 13:18   
I've got my sound effects file loaded into page 2, bank 6.
I have my sprite character, sprite colors and sprite movement patterns
loaded into page 2, bank 4....

Calling SFX on the interrupt in my main game makes little changes some times
in the sprite characters and colors........... ??????????
norakomi
msx professional
Mensajes: 861
Publicado: Junio 17 2005, 13:19   
how did I implant SEE replayer in my own interrupt....:

At the beginning of my main game file I

Call $c010 ;call SEEIN

my interrupt routine looks like this:

Interrupt:
Call $C0F9 ;this is MAIN.A, own interrupt timing.This makes it that on every interrupt the SFX are called.
LD A,($FBE5+8) ;is spacekey pressed?
bit 0,a
jp nz,NOSFX ;if spacekey is NOT pressed then jump to NOSFX
ld c,3 ;sound effect nr.3
call $c08C ;call SETSFX
NOSFX
ei
ret

This works, but, Is this a good way of calling the SFX on the interrupt?
norakomi
msx professional
Mensajes: 861
Publicado: Junio 17 2005, 13:19   
See gives me a lot of problems:

loading my soundeffects-file has to be done at $8000
(I've tried putting it on different addresses,
and ...no..... it has to be on $8000)

However I also have to change WB-ASS2's bank first.

So I start with:
page 2,3,0,4

then I load the replayer, and make sure that it reads
from page 2, bank 4.

I play my desired SFX, no problem here.

The only problems is, that the replayer has to be
assembled at $c000.
Any other address won't work.
Because of this, my game does not work anymore....

(my game is allready using addresses ($4000-$7e00),
and ($8000-$a000, bank 5), and the music replayer
is positioned at $d000) (so its huge as it is now)

if i put the whole game around the replayer file,
eventually I get a computercrash.....
(I can prevent this by making the main game file
(which now runs at $4000-$5000) a whole lot smaller)

If I load the SFX file at $8000, bank 4, and NOT
load the replayer (at $c000), then my game works
perfectly.......
There is no link to $c000 in my game.....
If I would clear $c000-$c300 (for instance) this
does not affect my game.
However, if I load the replayer into $c000,
the game doesnt work anymore.... sigh

I would like to know some more about the replayer....

My questions are:

Why does the replayer-file HAS to start at $c000 ?
Why does the SFX-file has to be loaded at $8000 ?
ro
msx guru
Mensajes: 2329
Publicado: Junio 20 2005, 16:25   
crap. sorry for saying but it's crap

I got SEE playing at #2200 and SEE DATA is loaded ANY where my kernel wants it to be (i don't care) it is usually loaded into RAMDISK

So, what does it mean? what problems might be yours?
- Don't use the (out#ff),xx .. it's where your bios paramaters and calls are located. just use the standard. no need to switch banks.
- loading data into mappage 2 is best. it really don't matter tho... SEE only needs the MAPPER number and Data address. (it'll change address to page 2 automatically) don't worry about that. think about it, you should not care where SEE data is stored.
- WHAT happens when you assemble the replayer at any adr but #c000 ???

(yup, I'm back from france... )
ro
msx guru
Mensajes: 2329
Publicado: Junio 20 2005, 17:26   
I'm thinking... do you have the most recent replayer yet? I might dig it up for ya (the kernel version that is) and make it suitable for 3th parties.
 
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