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A test file for JSW

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#11 IRF

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Posted 04 December 2017 - 01:04 PM

Do you recognise the tune?

#12 jetsetdanny

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Posted 04 December 2017 - 01:33 PM

It sounds like the RIP tune, which really is Chopin's Piano Sonata No. 2 in B-flat minor, Op. 35, popularly known as 'The Funeral March', isn't it? ;)



#13 IRF

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Posted 04 December 2017 - 01:39 PM

Spot on, Danny!

#14 jetsetdanny

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Posted 04 December 2017 - 01:54 PM

:)



#15 Norman Sword

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Posted 05 December 2017 - 12:54 PM

Re Game Over.

In JSW their are a multitude of sound effects.

The title tune and in game tune plays their notes in a differing method to all the other sound FX's.
Both the title tune and in game tune attempt to play the note over a fixed period of time.

Your simple demo routine plays the tune, were each notes length is dictated by its pitch. The overall length of each note is the product of a fixed length and a pitch variable. This has several repercussions. The obvious visual one is the speed change in the boot as it descends. The obvious audio effect would be shifting tempo.

Your routine might benefit from using a routine more similar to the in game tune routine. Whereby the length of each note is fixed (sort of). 

;in game tune
;Pitch of note held in D which should be copied to E before playing
;a=border colour
8B60 LD BC,$0003                 ;length of the note overall
8B63 OUT ($FE),A
8B65 DEC E
8B66 JR NZ,$8B6B
8B68 LD E,D
8B69 XOR $18
8B6B DJNZ $8B63
8B6D DEC C
8B6E JR NZ,$8B63

Since this plays slower, this would also require new music data

 

 

 



#16 IRF

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Posted 05 December 2017 - 01:20 PM

Thanks Norman.

I was aware that I had implemented a 'quick and dirty' solution, which causes the changes in duration of the notes. (It's probably a deliberate effect in the original routine, as the increasing pitch causes the Monty Python foot to speed up as it descends onto Willy.)

Edited by IRF, 05 December 2017 - 09:19 PM.


#17 IRF

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Posted 06 December 2017 - 11:55 AM

In the attached, I've tweaked my Game Over test file in accordance with Norman Sword's suggestions.  I've also come up with a way of having a pause instead of (but of the same length as) a note, to punctuate the music.  That required four additional bytes in the code, and the use of the value '01' in the music data to denote the 'dead notes'.

Attached Files



#18 jetsetdanny

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Posted 06 December 2017 - 03:01 PM

Well done, it sounds much closer to what it should :).



#19 IRF

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Posted 12 January 2018 - 01:05 AM

Well done, it sounds much closer to what it should :).

 

My third and final attempt at the 'Funeral March' is implemented in the attached.  B)

 

(Apologies to Norman Sword for hijacking this thread somewhat!)

Attached Files


Edited by IRF, 13 January 2018 - 08:54 PM.


#20 Spider

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Posted 12 January 2018 - 06:22 PM

My third and final attempt at the 'Funeral March' is implemented in the attached.  B)

 

(Apologies to Norman Sword for hijacking this thread somewhat!)

 

I like that its very good. :) My only slight suggestion (and it is off topic somewhat) the attribute cycling does not seem to suit it. I'd suggest either just blue/black or perhaps none ? Blue/Black is quite easy to do, the 'C' projects both have this.


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