Re: In game beeper music
Posted: Wed Mar 06, 2024 8:43 am
This thread was probably the one which you were thinking of?
The community forum for all Sinclair users
https://spectrumcomputing.co.uk/forums/
https://spectrumcomputing.co.uk/forums/viewtopic.php?t=10958
This thread was probably the one which you were thinking of?
Yes!!! That one, thanks!djnzx48 wrote: ↑Wed Mar 06, 2024 8:43 am This thread was probably the one which you were thinking of?
A similar case is the game 'Jack the Nipper II: In Coconut Capers'. It reproduces different music jingles associated with specific actions without interrupting the gameplay.
In dynamite dan 2 it happens too. I remember that when you take the vinyl to the jukebox, a melody plays. And picking some objects too.
Dynamite Dan games case is easier to justify, because they have many and recognizable melodies (I added them to the list). In Jack the Nipper II is more tricky, because it plays mostly some escale notes and sound effects, but it has some melodies when you pick up some objects or you complete some actions.
Thanks! Cómeme was also missing some credits (specially Sandra Ariza with the level design, love when other members of the family help with the game). That is also fixed.
It's complex but necessary to set the limits; if we include 'Jack The Nipper II' , it opens the door for other games with similar characteristics, like 'Cobra'.druellan wrote: ↑Thu Mar 07, 2024 10:13 am Dynamite Dan games case is easier to justify, because they have many and recognizable melodies (I added them to the list). In Jack the Nipper II is more tricky, because it plays mostly some escale notes and sound effects, but it has some melodies when you pick up some objects or you complete some actions.
Yes, I agree, but we can handle that as we discover more. For now, I'm adding everything that plays a tune in-game for more than a second, and it is a melody, not a scale of notes, etc. I added a new column so we can keep track of the special cases.
Of course it is not! This is going to be a group in the database, and a very interesting one, giving that this is considered challenging to do in the system, and for that reason is also a defining feature. Any help to make the list more complete is welcome!
If that was directed at me then no, there's no argument. It doesn't sound bad exactly, just I expect a bit farty as it's constantly stop-start, and it's a harsh-sounding square-ish wave behind that as it's all 1s and 0s and nothing in-between, just like Manic Miner does. But it is vaguely in tune.ParadigmShifter wrote: ↑Wed Mar 06, 2024 9:18 pmSo are you saying playing a note at a random point in a frame might sound bad?
Code: Select all
; play tune
ld a, (tune_tick)
dec a
ld (tune_tick), a
jr nz, .skipnote
ld a, (tune_offset)
inc a
ld (tune_offset), a
ld a, 4
.playnote
ld (tune_tick), a
ld a, (tune_offset)
and #7e
rrca
ld e, a
ld d, 0
ld hl, tune_data
add hl, de
ld a, (bdr_colour)
ld e, (hl)
ld bc, 3
.tuneloop
out (#fe), a
dec e
jr nz, .noflip
ld e, (hl)
xor #18
.noflip
djnz .tuneloop
dec c
jr nz, .tuneloop
.skipnote
Code: Select all
bdr_colour db 0 ; black border
tune_offset db 0
tune_tick db 4
tune_data db #80, #72, #66, #60, #56, #66, #56, #56, #51, #60, #51, #51, #56, #66
db #56, #56, #80, #72, #66, #60, #56, #66, #56, #56, #51, #60, #51, #51
db #56, #56, #56, #56, #80, #72, #66, #60, #56, #66, #56, #56, #51, #60
db #51, #51, #56, #66, #56, #56, #80, #72, #66, #60, #56, #66, #56, #40
db #56, #66, #80, #66, #56, #56, #56, #56