Arkos Tracker 2 - Released!

Started by Targhan, 15:38, 05 November 17

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

manossg

Quote from: Targhan on 20:17, 16 May 21
Thanks!

Hardware envelopes are a "special" volume which cannot be modified by any volume commands. This is a limitation of the PSG! By using an hardware envelope, you basically tell the PSG "handle automatically the volume by yourself". So it cannot be used along with any volume variation. Technically speaking, you put "16" (bit 5 to 1) in the volume register. At that moment, the other volume bits (to "build" a volume from 0 to 15) are ignored, so it is not possible to mix "software" and "hardware" volume. However, all the other effects (pitch, etc.) can apply.

I strongly suggest you continue experimenting, because this is how you'll get your own sounds and recognizable style. My advice is actually to NEVER use pre-existing sounds, but only create new from scratch. However, this can prove difficult at first, so:
- You can get inspiration from the many songs in the "arkos tracker" and "starkos" folder in the "songs" folder.
- You can also use the "Tools > YM Analyzer" and import YM songs you like. You can dissect them, extract sounds from them and use them in your own songs, or at least learn from them.


This is a very helpful answer, thanks!

skylas

Just another question, mostly due curiosity.

We have this list, as I want to hear a music tone from Arkos and have Greek letters in order to print"hello".

Does anyone know why the result is that?
Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET ON AMSTRAD CPC!
PENALTY KICKS!
CAPITAL QUIZ!
CAPITAL QUIZ 2! (Reverse edition)
HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ)
HEART CHASER 1,2,3!
BARBOUTI!
STROOPIE!
BUDRUMI!
ART WAR!
BATTLE OF LENINGRAD!

Targhan

I don't understand what all this is... How is the "strange text" written? You listed the code? Could you try to put MEMORY &6fff BEFORE doing your symbol after?
It seems your new font is being corrupted by the music.
Targhan/Arkos

Arkos Tracker 2.0.1 now released! - Follow the news on Twitter!
Disark - A cross-platform Z80 disassembler/source converter
FDC Tool 1.1 - Read Amsdos files without the system

Imperial Mahjong
Orion Prime

skylas

#353
Quote from: Targhan on 19:38, 10 June 21
I don't understand what all this is... How is the "strange text" written? You listed the code? Could you try to put MEMORY &6fff BEFORE doing your symbol after?
It seems your new font is being corrupted by the music.
If i reverse it, I get <improper argument> in the line that the first command SYMBOL is.
I dont know how this happens, the text is affected by the player, whatever you write (not only displayed) is like this. Only restarting winape can stop this phenomenon.I had also tried other fonts using SYMBOL, same result.

EDIT: DSK ATTACHED
Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET ON AMSTRAD CPC!
PENALTY KICKS!
CAPITAL QUIZ!
CAPITAL QUIZ 2! (Reverse edition)
HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ)
HEART CHASER 1,2,3!
BARBOUTI!
STROOPIE!
BUDRUMI!
ART WAR!
BATTLE OF LENINGRAD!

pelrun

SYMBOL AFTER and MEMORY fight each other (it's a bug in Basic.) And it's not obvious how to make it work, you just have to know the trick.
You need to disable user-defined symbols before changing HIMEM. After that you can re-enable them as desired. So:
SYMBOL AFTER 256:MEMORY &xxxx
SYMBOL AFTER n


After that you can load any binaries above HIMEM and change any symbols and they won't corrupt each other, and you won't get "Improper Argument" either.

skylas

Quote from: pelrun on 20:21, 10 June 21
SYMBOL AFTER and MEMORY fight each other (it's a bug in Basic.) And it's not obvious how to make it work, you just have to know the trick.
You need to disable user-defined symbols before changing HIMEM. After that you can re-enable them as desired. So:
SYMBOL AFTER 256:MEMORY &xxxx
SYMBOL AFTER n


After that you can load any binaries above HIMEM and change any symbols and they won't corrupt each other, and you won't get "Improper Argument" either.
Ow, this works!
many thx for your help! You just have to load the SYMBOL subroutine of fonts every time when it is to print the text, correct?

Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET ON AMSTRAD CPC!
PENALTY KICKS!
CAPITAL QUIZ!
CAPITAL QUIZ 2! (Reverse edition)
HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ)
HEART CHASER 1,2,3!
BARBOUTI!
STROOPIE!
BUDRUMI!
ART WAR!
BATTLE OF LENINGRAD!

pelrun

Once you've defined them they'll stay until either you redefine them or reboot.

Targhan

Ahhh, the beauty of Basic. Such thing wouldn't happen in Assembler!! :)
Targhan/Arkos

Arkos Tracker 2.0.1 now released! - Follow the news on Twitter!
Disark - A cross-platform Z80 disassembler/source converter
FDC Tool 1.1 - Read Amsdos files without the system

Imperial Mahjong
Orion Prime

eto

Quote from: pelrun on 20:21, 10 June 21SYMBOL AFTER and MEMORY fight each other (it's a bug in Basic.)

I would say rather than a bug, it's a result of how they work together and how the CPC is initialised after a reset. However it is something that is badly documented and confusing until you understand how Basic organises its memory.

skylas

I think that it is good that this problem was solved, as it seems it was not so known to some people. I hope this thread will help other people that may have the same problem.

Thank you all for your help!
Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET ON AMSTRAD CPC!
PENALTY KICKS!
CAPITAL QUIZ!
CAPITAL QUIZ 2! (Reverse edition)
HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ)
HEART CHASER 1,2,3!
BARBOUTI!
STROOPIE!
BUDRUMI!
ART WAR!
BATTLE OF LENINGRAD!

ralferoo

Is it possible to either have the old style AKG binary as an output option, or some way of exporting the file in the old .aks format so I can load a file with ArkosTracker 1 and export it from there?


I know AT2 is better and supports new things etc, but I spent a LOOOOOOONG time interleaving the player code with my tape loading code, and honestly it was probably one of the most tedious and error prone parts of making that demo and so if I can just re-use that player code it'd be good. But the new Windows program looks really nice, much much nicer than AT1, and so I'd like to start playing around with it...


That said, I do like the new export format in asm definitions... Certainly makes things more explorable and probably easier to debug too.

Powered by SMFPacks Menu Editor Mod