I wish you could put the C64 Commando music onto the arcade version, that would be most excellent!
cmonkey said:You could try studying the tune data for sound index $12. That tune has 6 tracks (3 for each sound chip) and the data starts at $111e. That might point you in the correct direction for multi channel audio if you are struggling a little.
cmonkey said:You could always try fine tuning the bad note's frequency by changing its value in the note frequency table that begins @ $00f4. That table is a table of 96 little endian word values which control the frequency of each note. Identify the duff note in that table and then raise or lower its value slightly to fine tune it. But don't forget that altering that note frequency will alter all other tunes that use that note, so be careful.
Hurray Banana said:Looking forward to seeing what you've come up with mate.
Ade you seem to be quite good at cajoling people into giving it a go.![]()
Steve when you release this can you want to start a new post in the homebrew section as I think that will give this more exposure.
minwah said:Hurray Banana said:Looking forward to seeing what you've come up with mate.
Ade you seem to be quite good at cajoling people into giving it a go.![]()
Steve when you release this can you want to start a new post in the homebrew section as I think that will give this more exposure.
Will do...I've checked that I can make a patch for the sound rom - all good.
That's odd - $107A/B is definitely set to 00 1A in my version, and I just applied the patch to the original rom and checked the result, and it looks ok as well?cmonkey said:I just downloaded the patch file and patched the sr-01.c11 audio rom and the main game music didn't work. I tracked it down to a dangling pointer at $107a. This is the pointer to the audio data itself. Your patch file alters that pointer from its default value of $107f to a new value of $2a81 (for reasons known only to you!) but in fact it should alter the pointer to a value of $1a00, which is where your new audio data is placed.
One thing I did note is that, in certain sections of the game (I only played the first level), the audio stutters, as though your tune is trying to compete with other audio effects (enemy shots, etc) and the audio engine seems to be a bit confused as to what to play.
minwah said:I also diff'd my 'working' version with the patched version and it creates a diff file of 140 bytes...I get the same size diff file when I diff the working version with itself. I'm not sure what the 140 bytes are exactly but seems like a good thing that this is the case in both of these diffs.