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#621 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Hey dude! good ta hope things are well with you
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#622 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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I was thinking that once these specs are finalised, especially with regards to sounds, that I might try making a PC Chip16 emulator myself ![]() If this works out, I might even try porting it over to the Android OS for some fun! cheers, Paul |
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#623 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Well here is my attempt ;p Ill release sources later once it's been cleaned up and ive tried doing a dynarec for it. but afaik, it has full sound support, everything seems to work right, just make sure your directx is up to date n it should be fine ;p (i havent error trapped if you havent, so tough!) edit: on the note of sound support, 1 op such as Code:
0D 0X LL HH SNP Play PCM Sound for HHLL miliseconds at the tone specified in address pointed to by Register X
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
Last edited by refraction; October 27th, 2011 at 00:08.. |
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#624 | |||
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
![]() Quote:
I have found one slight bug, however - in the SoundTest rom, sounds are played without stopping, even after a different rom has been loaded. Also, can't wait to see a dynarec for this. I was going to have a go at that in my own emu, mash16 (see sig), although I haven't even finished the interpreting core so it'll have to wait... EDIT: Quote:
So if I understand right, you suggest playing one tone at a time, with a variable rate (ie HHLL ms)? With a bit of effort, you could play something that resembles an audio sample
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Last edited by tykel; October 27th, 2011 at 00:15.. |
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#625 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Quote:
![]() reuploaded the attachment on the previous post
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#626 | |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Quote:
![]() EDIT: hmm...thinking about this more, should we have some sort of attack/release time (variable, or hard coded) to stop any pops, etc. when starting/stopping notes? cheers, Paul |
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#627 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Maybe we could do something like this (taken from C64 sound programming) Code:
ADSR Envelope Values VALUE ATTACK RATE DECAY RATE RELEASE RATE 0 2 ms 6 ms 6 ms 1 8 ms 24 ms 24 ms 2 16 ms 48 ms 48 ms 3 24 ms 72 ms 72 ms 4 38 ms 114 ms 114 ms 5 56 ms 168 ms 168 ms 6 68 ms 204 ms 204 ms 7 80 ms 240 ms 240 ms 8 100 ms .3 sec .3 sec 9 .25 sec .75 sec .75 sec 10 .5 sec 1.5 sec 1.5 sec 11 .8 sec 2.4 sec 2.4 sec 12 1 sec 3 sec 3 sec 13 3 sec 9 sec 9 sec 14 5 sec 15 sec 15 sec 15 8 sec 24 sec 24 sec Code:
0D 0X LL HH AD SR SNP Play PCM Sound for HHLL miliseconds at the tone specified in address pointed to by Register X, using the ADSR nibble values for attack, decay, sustain (volume), release respectively. I think this should be very easy to do, and not too complex...then lots of cool sounds would be possible! What do you guys/gals think? ![]() cheers, Paul Last edited by paul_nicholls; October 27th, 2011 at 00:45.. |
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#628 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Or to save on code size when making 'songs', we could make a separate ADSR instruction maybe which sets the values prior to doing a bunch of notes? Oh, and are we limiting ourselves to just one voice/note at a time? Or will the next sound not stop the previous sound and just mix with it to make polyphonic music? EDIT: one other thing, what are we doing about the volume of sounds, and the type of sound being generated (square, sine, sawtooth, triangle, noise, ?) with this latest version of the single sound instruction? cheers, Paul Last edited by paul_nicholls; October 27th, 2011 at 01:21.. |
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#629 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Maybe we COULD do something like so: Code:
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09 00 00 00 SND0 Stop playing sounds.
0A 00 LL HH SND1 HHLL Play 500Hz tone for HHLL miliseconds (uses current sound generator settings; ADSR, etc.).
0B 00 LL HH SND2 HHLL Play 1000Hz tone for HHLL miliseconds (uses current sound generator settings; ADSR, etc.).
0C 00 LL HH SND3 HHLL Play 1500Hz tone for HHLL milliseconds (uses current sound generator settings; ADSR, etc.).
0D 0X LL HH SNP Play Sound for HHLL miliseconds at the tone specified in address pointed to by Register X (uses current sound generator settings; ADSR, etc.).
0E AD SR VT SNG Sound generator setup (applies to all sound tones which follow).
A = attack (0..15)
D = decay (0..15)
S = sustain (0..15, volume)
R = release (0..15)
V = volume (0..15)
T = type of sound:
00 = square wave
01 = sine wave
02 = sawtooth wave
03 = triangle wave
04 = noise
non-valid values default to sine wave or something?
// Jumps
10 00 LL HH JMP HHLL Jump to the specified address.
...
![]() cheers, Paul Last edited by paul_nicholls; October 27th, 2011 at 06:26.. |
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#630 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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I like it, but remember this is going to be someone's first emulator, we should be introducing them to the basics of everything. Its hard enough making a wave generator, let alone play with mixer dsp's xD We just have to make sure we don't get too excessive, without being too primitive. Happy Medium ;P Quote:
Edit from me: Sorry i missed this! Yeh thats pretty much the point. There is never going to be an epic musical masterpiece on this thing, thats for sure, but on a menu when you arent doing anything you can dedicate time to playing a note, causing a jmp if x = y, y +=1, type wait loop (y could be counting the ms or smth), play another note, so you can do a little tune or something, but more to the point, if you can choose the notes, it gives a bit more variation for movement/death/hitting stuff noises.
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
Last edited by refraction; October 27th, 2011 at 13:07.. |
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#631 |
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Hackin 'n Slashin
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2007
Location: Most-expensive-Internet-on-the-Planet Land : South Africa
Posts: 26,427
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Yup things are fine Good to see you're finally over WoW, at least that you were stuck on that was the last report we got from GP ages ago.
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Intel Core2Quad Q9550 (2.83Ghz stock) | ASUS P5Q | 2x2GB Transcend JetRam DDR2-800 | ASUS ENGTX260\HDTP\896M | Windows Vista Home Premium 64bit SP1 The Champ has retired but may his Legacy live on FOREVER !!!! Get it right fools! The glass is HALF-EMPTY, not half-full!!! !!! WARNING: Emulation requires a brain !!! WARNING: Emulation =/= Piracy !!!
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#632 | |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Quote:
![]() Thanks for reminding me! Ok, just ignore my SNG command then ![]() So are we going to use sine waves then for all sounds with a fixed volume? cheers, Paul |
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#633 |
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Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Croatia
Posts: 4,550
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Just found about BytePusher, another system based off Chip8 but way different then Chip16.
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Shendo's software blog Core i5 2400 3.1 Ghz | ASRock H67M | GTX460 768Mb | 8GB DDR3 1333 | 1500 Gb HDD Grundig VLC 7121 C (1080p) 32" | Razer DeathAdder | Logitech G110 | Windows 7 x64 Don't PM or ask me about VMP-MCR conversions. I will ignore you if you do. |
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#634 | |
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Registered User
![]() Join Date: Sep 2011
Location: Australia
Posts: 89
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Quote:
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#635 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Quote:
__________________
http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#636 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
Only things going for it are big memory and decent sound/gfx. So, Chip16 is my fav
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#637 |
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Moderator
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Location: Croatia
Posts: 4,550
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Yay ![]() Anyway, I think we either should remove all current sound related opcodes and make new ones or leave the thing as it is. Combining various methods of sound creation/playing would make the system inconsistent (as it happened with Cotton's additions; opcodes are not "in order".
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Shendo's software blog Core i5 2400 3.1 Ghz | ASRock H67M | GTX460 768Mb | 8GB DDR3 1333 | 1500 Gb HDD Grundig VLC 7121 C (1080p) 32" | Razer DeathAdder | Logitech G110 | Windows 7 x64 Don't PM or ask me about VMP-MCR conversions. I will ignore you if you do. |
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#638 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Quote:
__________________
http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#639 |
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Le French Touch
Join Date: Apr 2011
Posts: 15
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Hey guys, it's been a while since I haven't checked the thread out but lately I've been trying to optimize the chip16's palette. I was wondering if there was a quick way for me to change the palette in one of the image converters posted here, and if not, if somebody could explain how I can do this. :/ In the meantime with Tronix's image converter I did this, with the palette currently used: ![]() ![]() The original files: ![]() ![]() It's interesting because if you look at the original Wikipedia page, the C16's palette covers quite a good range in comparison to those of other systems! Latest update on the C16's palette: ![]() The reason why I'd like to find a quick way of switching the palette and converting images is so I can establish what kind of hue/value ramp I'm aiming for to maximize the palette's effectiveness. Thanks in advance, and good luck guys
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Mitsubishi.
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#640 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
EDIT: Look between offsets E19E8 - E1A27 in imgconv.exe (Tronix's), that's where the palette is stored. Just modify from there (each color is 4B, so 8 characters in the editor)Or you can just send me the new palette in text format, and I can send you a custom build of my image converter.
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Last edited by tykel; November 6th, 2011 at 00:06.. |
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