see replay...............

Page 2/2
1 |

By norakomi

Paragon (1140)

norakomi's picture

17-06-2005, 13:19

how did I implant SEE replayer in my own interrupt....:

At the beginning of my main game file I

Call $c010 ;call SEEIN

my interrupt routine looks like this:

Interrupt:
Call $C0F9 ;this is MAIN.A, own interrupt timing.This makes it that on every interrupt the SFX are called.
LD A,($FBE5+8) ;is spacekey pressed?
bit 0,a
jp nz,NOSFX ;if spacekey is NOT pressed then jump to NOSFX
ld c,3 ;sound effect nr.3
call $c08C ;call SETSFX
NOSFX
ei
ret

This works, but, Is this a good way of calling the SFX on the interrupt?

By norakomi

Paragon (1140)

norakomi's picture

17-06-2005, 13:19

See gives me a lot of problems:

loading my soundeffects-file has to be done at $8000
(I've tried putting it on different addresses,
and ...no..... it has to be on $8000)

However I also have to change WB-ASS2's bank first.

So I start with:
page 2,3,0,4

then I load the replayer, and make sure that it reads
from page 2, bank 4.

I play my desired SFX, no problem here.

The only problems is, that the replayer has to be
assembled at $c000.
Any other address won't work.
Because of this, my game does not work anymore....

(my game is allready using addresses ($4000-$7e00),
and ($8000-$a000, bank 5), and the music replayer
is positioned at $d000) (so its huge as it is now)

if i put the whole game around the replayer file,
eventually I get a computercrash.....
(I can prevent this by making the main game file
(which now runs at $4000-$5000) a whole lot smaller)

If I load the SFX file at $8000, bank 4, and NOT
load the replayer (at $c000), then my game works
perfectly.......
There is no link to $c000 in my game.....
If I would clear $c000-$c300 (for instance) this
does not affect my game.
However, if I load the replayer into $c000,
the game doesnt work anymore.... sigh

I would like to know some more about the replayer....

My questions are:

Why does the replayer-file HAS to start at $c000 ?
Why does the SFX-file has to be loaded at $8000 ?

By ro

Scribe (4963)

ro's picture

20-06-2005, 16:25

crap. sorry for saying but it's crap

I got SEE playing at #2200 and SEE DATA is loaded ANY where my kernel wants it to be (i don't care) it is usually loaded into RAMDISK

So, what does it mean? what problems might be yours?
- Don't use the (out#ff),xx .. it's where your bios paramaters and calls are located. just use the standard. no need to switch banks.
- loading data into mappage 2 is best. it really don't matter tho... SEE only needs the MAPPER number and Data address. (it'll change address to page 2 automatically) don't worry about that. think about it, you should not care where SEE data is stored.
- WHAT happens when you assemble the replayer at any adr but #c000 ???

(yup, I'm back from france... )

By ro

Scribe (4963)

ro's picture

20-06-2005, 17:26

I'm thinking... do you have the most recent replayer yet? I might dig it up for ya (the kernel version that is) and make it suitable for 3th parties.

By marison

Expert (104)

marison's picture

20-06-2005, 17:52

ro,

I think that it will be useful. Mostly if you can show in a clear way how to use the SEE with no mapper (I have seem at some places that SEE isn't much compatible with MSX1 and I guess that are a mapper issue).

I didn't have played with SEE too much yet.

By norakomi

Paragon (1140)

norakomi's picture

21-06-2005, 10:31

how did I implant SEE replayer in my own interrupt....:

At the beginning of my main game file I

Call $c010 ;call SEEIN

my interrupt routine looks like this:

Interrupt:
Call $C0F9 ;this is MAIN.A, own interrupt timing.This makes it that on every interrupt the SFX are called.
LD A,($FBE5+8) ;is spacekey pressed?
bit 0,a
jp nz,NOSFX ;if spacekey is NOT pressed then jump to NOSFX
ld c,3 ;sound effect nr.3
call $c08C ;call SETSFX
NOSFX
ei
ret

This works, but, Is this a good way of calling the SFX on the interrupt?
and what about this way to put see on my own interrupt?
Is that ok?

By norakomi

Paragon (1140)

norakomi's picture

21-06-2005, 10:32

Oh, yeah, could you show me how to rip the Spacemanbow SFX??

By ro

Scribe (4963)

ro's picture

21-06-2005, 12:24

The above, about interrupts.
The source you have does put the SEE routine on interrupt for ya already (in seeini). you might wanna remove that part if you're gonna put MAIN.A on your own interrupt.
for the rest it looks aaight.

By norakomi

Paragon (1140)

norakomi's picture

23-06-2005, 15:53

Great,

The sound fx seem to be working good now !!!
I'm happy...

As ripping SFX concerned..... How could I rip the SFX in a konami game?

Page 2/2
1 |