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Eternal Light 2 - done!

Started by Morri, 02:57, 27 September 14

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AMSDOS

Quote from: Morri on 03:56, 13 November 14
I'm going to have another go at putting in-game music on this thing over the weekend. I had a quick go last week using Starkos but the best I could manage was a single tone that slightly increased in volume until it cut out and would start again increasing in volume. The game froze on that spot it was called and wouldn't progress any further. I was using a starkos tune which played fine from BASIC. I also tried the different types of players (basic, asm and interrupt) but nothing made any difference.

Does anyone have any idea which music creator would be the best chance of working?
The sprites alive compiler has the ability to load in files using a load command. There is a CALL command which can only have one parameter (ie You can't have CALL &4000,&5000 that Starkos requires) and there are POKE and PEEK commands available.
I have around 5kb of space left which I assume would be for the music and player.

I also think that Sprites alive disables interrupts but I'm not 100% sure on this.

Any suggestions?


I can only go by the way Space Froggy is and how the speed changes depending on which room your in. In that situation there's a command to tell Sprites Alive how fast it should perform, I don't know if it relates to the New Frame Flyback (&BCD7), but in the original Sprites Alive (BASIC version), that was being used to point to a routine which Disabled Interrupts.


So for the music there maybe a similar process happening, though I haven't looked into this, in the original game you had the Music & Player in the extra 64k & that was crashing when it was trying to start the tune?
* Using the old Amstrad Languages :D   * with the Firmware :P
* I also like to problem solve code in BASIC :)   * And type-in Type-Ins! :D

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