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Post by thelonemagpie on Aug 9, 2020 12:56:32 GMT
Savage Princess is pretty much ready for release, I just need two things; add the wee menu music I made in Beepola, and some decent sound effects. But I'm struggling with both.
I tried using emook's AGDMusicizer, but I'm using ZXSpin and I can't create a blank tape to record the game.tap file onto, so I'm kind of stuck at the starting block with that one. Anyone know what I should do?
I'm also struggling to create anything nice with the BEEP command, they all sound exactly the same but differ in length (which I understand is the arguement). Any tips? I need sfx for a jump, firing an arrow, an explosion, dying and possibly walking. All my experiments end up sounding like rubble hitting the floor (which is the only sound effect I have right now).
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Post by alessandro on Aug 9, 2020 15:36:23 GMT
Hi thelonemagpie,
AGD Musicizer won't work with tunes made with Beepola, it's meant to add AY in-game music by storing it into a memory bank, usually bank 4, but this can be changed by modifying the code if you don't wish to use the program as it is and/or prefer to do things by yourself. I did this with Sophia II, which employs a custom version of the Musicizer code I modified accordingly.
Your best move would then be to create a separate menu program in BASIC or machine code and add the music code to it. In Spin you just have to open a TAP file for saving and record everything to it.
The BEEP command is very limited, I rarely use it. If you want to employ custom beeper effects, you will have to store them separately in the RAM into a safe location so that they does not overwrite the code/memory cache of the AGD game, and recall them through an ASM 205 / ASM low byte / ASM high byte syntax (replaced by CALL [address] in MPAGD).
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Post by thelonemagpie on Aug 9, 2020 16:58:53 GMT
AGD Musicizer won't work with tunes made with Beepola That's...more than a little disheartening. I spent ages working on my wee tune. Your best move would then be to create a separate menu program in BASIC or machine code and add the music code to it. In Spin you just have to open a TAP file for saving and record everything to it. I was just about to look-up how to make a loader for AGD games, I've forgotten everything since I released "In the Walls of Eryx" 4 years ago. If you want to employ custom beeper effects, you will have to store them separately in the RAM into a safe location so that they does not overwrite the code/memory cache of the AGD game, and recall them through an ASM 205 / ASM low byte / ASM high byte syntax (replaced by CALL [address] in MPAGD). I have absolutely zero knowledge of machine code or Assembly, unfortunately. The main criticism of my last game was that it was too quiet, ie no music and little, if any, sound effects. I was hoping I'd be able to avoid that with this game.
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Post by alessandro on Aug 9, 2020 21:49:00 GMT
I could help you. A loader/menu for an AGD game is something I have developed since my first attempts with that tool, first in BASIC, then in machine code written from scratch - and that's about the most I can do with Z80 Assembly First I need to know at which address does your game load and how long is it. Then, the same data for the Beepola music and player combination. I'll make some quick calculations about the free space in memory. If it can be done, I will need the files in order to assemble them and check if everything is running as planned. As for custom sound effects, I have a couple to spare. I'll see if they can be put in as well.
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Post by thelonemagpie on Aug 10, 2020 13:54:18 GMT
Thanks for the offer, I'm going to reload the sprites, events, etc back into AGDx today (I did so a month or so ago and forgot to switch the specialization to FX, I was wondering why FADE and BIGMESSAGE had stopped working ¬_¬) so I'll get the relevant info to you once I've done that.
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Post by Jonathan Cauldwell on Aug 10, 2020 16:59:38 GMT
The BEEP command is very limited, I rarely use it. If you want to employ custom beeper effects, you will have to store them separately in the RAM into a safe location so that they does not overwrite the code/memory cache of the AGD game, and recall them through an ASM 205 / ASM low byte / ASM high byte syntax (replaced by CALL [address] in MPAGD). MPAGD also allows the user to incorporate source code and run it with the USER command. In the case of Beepola it would be a simple case of saving the Beepola tune as ASM, removing the ORG line at the top, loading it into MPAGD and then putting USER wherever you want to play the tune. No messing about with memory addresses, all handled automatically
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Post by oss003 on Aug 11, 2020 6:46:49 GMT
BIGMESSAGE is working, but now you must use the PRINTMODE 1 command which sets the font to double height. PRINTMODE 0 sets the font back to normal.
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