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Forum Index : Microcontroller and PC projects : Seeking Games Programmers
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Grogster Admin Group Joined: 31/12/2012 Location: New ZealandPosts: 9060 |
...... 2. Sound has been mentioned but nothing conclusive has come out of it. I would like to see provision for an external sound chip. Perhaps similar to MauroXavier’s efforts or perhaps a PIC32MX170 could be programmed to act as a sound chip. Perhaps the YM3812 by Yamaha? They are about one buck a piece at the moment, and are very easy to find. LINK. Demo Video Of The Sound. This may perhaps, be beyond what the new MM design can perhaps do in terms of its ability to stream 8-bit parallel data to this sound chip, but it sounds great and is only one buck a chip.... Smoke makes things work. When the smoke gets out, it stops! |
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CaptainBoing Guru Joined: 07/09/2016 Location: United KingdomPosts: 1985 |
That yamaha chip was legendary for the classic arcade sound... two of them and a dedicated Z80 @4MHz did this with Konami's sound team and the rather oddly named Metal Yukhi in charge. Computer generated sounds today are mainly a procession of samples... proper raw sounds generated by chips directly are rare. I am blessed to have been able to spend my youth/formative years adorned by arcades with this effort. Strange I have fond memories but absolutely zero desire to play computer games now-a-days |
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ceptimus Senior Member Joined: 05/07/2019 Location: United KingdomPosts: 130 |
Oops. I should have read the manual before posting. I was suggesting an 'overlap' test as an alternative to a 'touching' test for sprite collisions, but now I see that Geoff was (as usual) miles ahead of me, and already has that covered. So I'm editing this post as I don't think I can just delete it. Edited 2019-08-14 05:47 by ceptimus |
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Poppy Guru Joined: 25/07/2019 Location: GermanyPosts: 486 |
Perhaps the YM3812 by Yamaha? They are about one buck a piece at the moment, and are very easy to find. LINK. Demo Video Of The Sound. This may perhaps, be beyond what the new MM design can perhaps do in terms of its ability to stream 8-bit parallel data to this sound chip, but it sounds great and is only one buck a chip.... Just leaving the topic a bit further, but what this Guy is doing concerning sound is really great: https://www.aidanlawrence.com/ -> Electronics -> 2017 -> 2018 (-> Adlib Mini) -> 2019 Andre ... such a GURU? | ||||
ceptimus Senior Member Joined: 05/07/2019 Location: United KingdomPosts: 130 |
A way of saving part of the screen to an off-screen buffer would be useful. One way it could be implemented that should be fairly straightforward would be a Sprite GRAB command that would copy a 16*16 pixel area of screen to a sprite, overwriting the current sprite contents. The GRAB parameters could optionally include a colour that would become the sprite's transparent colour. Sprite GRAB 3,100,120,0 would copy the screen (100,120)-(115,135) into sprite 3, using black (0) pixels on-screen as the sprite's new transparent colour. If the last parameter were omitted, the sprite would have no transparency. If in future versions, a sprite can be a different size than 16*16 pixels, then the defined size of the chosen sprite would control how much screen were captured. I know we can do something like this at the moment, using the pixel() function and pixel command or by Peek()-ing and Poke-ing the video buffers, but both those approaches are too slow and awkward for fast-paced games. Another way would be to allow the blit command to blit to and from an invisible off-screen buffer, but that would either waste memory by having a fixed buffer size, or would need some new commands to allow a program to specify and reserve an area of memory for the off-screen buffer. I suppose if blit could work to and from the memory in an array, then we could just use Dim to reserve the required memory? Edited 2019-08-22 19:05 by ceptimus |
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hitsware2 Guru Joined: 03/08/2019 Location: United StatesPosts: 705 |
Need serial out @ 31250 ..... my site |
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