The Philips US3108N DummySlayer is a highly-rated, historically accurate and very expensive cartridge designed to fit into the Commodore 64’s cartridge slot for pin-compatible sound, for creating original C64 music, or in place of the Commodore 64’s cartridge while the owner’s Commodore 64 is being repaired.įor such a high-priced cartridge, the sound quality and performance is just superb. Leading into the 3-month release of a new version of the the audiophile-specialised C64-Corders (and a new Philips US3108N cartridge for the system) – DummySlayer has given us a first taste of how the new products will sound. ![]() ReSID is a simple, high performance DSP-based re-recording synthesizer for the Commodore 64 which allows you to play C64 music on your PC. Hi-Res (when I say hi-res I mean 6-bit samples from 40KHz, which is the same as the Commodore 64’s realtime clock) The song is played at a speed of around 250 bpm, and is played using the following files: This has been fixed for the C128 version, and for the C64 it has been modified a bit. The title track – works on C128 keyboard only If you’re going to use this guide, please give credit where credit is due, and if you want to make anything with the files in here, please ask first. I’ve also gone over some of the files here in this guide, so if you want to see how some of them should look, then please take a look at the rest of the guide (I’ve drawn arrows from some of the files to the start of the game and the end of the game). Also, there isn’t much on the net about how to play this game – in fact the only thing I could find about it, besides this guide, was this video – which only takes you from the start of the game to the end. This is a very basic guide – a word of warning though, it was written in 2009 and a lot of things have changed since then. The songs in this guide are specially written for the harder mode. The more difficult mode contains more balls that will move and bounce, and therefore more squares that move and bounce. The game has 2 modes – one which is more easy and one which is more difficult. It’s a top-down game where you as the main character, Bobo, runs around avoiding the numerous squares and coloured balls scattered around the level. (note its no longer being updated and the latest download only does.WAV files for Commodore 64/128 but I don’t have a Commodore 64/128 so I can’t really recommend it)īobop Marbles is the first game I remember playing on a C64, and I still enjoy playing it to this day. ![]() If you were looking for an easy to use kit to convert Commodore 64 songs into.WAV format go to this website, its designed and made by one of my friends GoatTracker Crack With License Code Free Download For Windows ![]() Uses reSID library by Dag Lem and supports alternatively HardSID & CatWeasel devices. So you'd either need to patch your second SID, or write a new playroutine that accepts a SID chip number in (A) or something, and use that to select which registers/addresses to use when setting the values.GoatTracker is a handy, easy to use, simple tool specially designed to help you create Commodore 64 music. (Sorry, this is probably more x86 than 6502, but hopefully still understandable)Īll this will do on the interrupt will play SID B, because the SID registers known in both players point to the same SID chip, so "play_sid_b" will overwrite all the registers just set by "play_sid_a". If you ran two different SID tracks on the C65 (or even the C64) in the manner below: ![]() The reason this is the case is because the C64 only has one SID chip, so the player that is used in the GT export only writes to a single set of SID registers. You will need to write brand new init and interrupt routines which means you'll either need to write a new "export" function inside of GoatTracker, or write some C65 that can read either the GT source file, or one of it's exports. In order to do what I explanied above I need to adapt either the calling code or the sid files themself.ĭoes someon have something where I can learn form how to do that? You are right - this is not real parallelity, but it would seem like it to the humans ear (as it was before with sound and game for the human on the C64). So what I mean by playing two sid-files on the two sids would be the following:ġ) Loading both sid-binayies to the memory.ģ) Having the two sections after each other in a interrupt routine. This is the followed by the other code - so you achieve parallelity to the code for example of your game. Then you ahve a short init section somewhere at the beginning of the code.Īnd then you call the algorithem to play the sound for the next 1/60 sek. Might be I have exmplaines it in the wrong way.įor the C64 if you use a sid-file in your own program it works like this:įirst you load the sid-binary into the memory.
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