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#11
avatar_Targhan
Programming / Re: Multi-channel sample playb...
Last post by Targhan - Today at 15:47
Check the Orion Prime digisong in the introduction for a Digitracker/Protracker kind of music (running at 18+Khz). Arkos Tracker also has a out-of-the box MOD player (source available).

The Imperial Mahjong introduction has a different technique, with one small sample per note, but using three channels, instead of mixing on one like the aforementioned players.

And as you mentioned, @BSC has also made some very cool experimentations too.
#12
avatar_iXien
Games / Re: Converted GX4000 .cpr - Th...
Last post by iXien - Today at 14:37
Quote from: RockRiver on Today at 14:35Ok!! but I do not see : the multicoloured sprites and the open-plan pyramids to explore.. New features
To be honest, I don't have more informations. Don't hesitate to contact the author ;)
#13
avatar_RockRiver
Games / Re: Converted GX4000 .cpr - Th...
Last post by RockRiver - Today at 14:35
Ok!! but I do not see yet : the multicoloured sprites and the open-plan pyramids to explore.. New features. Maybe is w.i.p.
#14
Hey,

Yes, the ergonomics are not good.
The current solution is to select the colors before loading the image.
#15
avatar_XeNoMoRPH
Games / Svellas
Last post by XeNoMoRPH - Today at 06:46
The prolific Japanese developer inofuto surprises the retro community once again with its latest creation: Svellas, a title released for multiple classic systems and now also available on the Amstrad CPC.

In this version for the 8-bit microcomputer, we take control of a character whose mission is to devour all the stars that appear on the screen. To navigate through each area, we use directional arrows that indicate the available paths. However, following them blindly can turn into a veritable labyrinth, adding a touch of strategy to the exploration.

CDT version : http://inufuto.web.fc2.com/8bit/cpc/svellas_cdt.zip

DSK version by shacpc: https://www.mediafire.com/file/pbxesztfucbp9zi/Svellas.dsk/file



#16
avatar_m_dr_m
Programming / Re: Multi-channel sample playb...
Last post by m_dr_m - Today at 04:06
Quote from: lightforce6128 on Today at 03:02My first question is: Does anybody know if this technique was used somewhere?
Well digitracker and protracker did such software mixing.
#17
To do some experiments with samples, I created a RSX that provides several commands to set up and play back samples. To create a sample, additive synthesis is used. This allows to create a sample of 1000s of numbers based on only a few numbers. Although I tried my best to optimize sample creation, it still needs some time. And it needs much memory. Intermediately I even had to use screen memory as buffer. But all is controlled by a few lines of BASIC code what allows easily to do several experiments.

The repository can be found here: https://codeberg.org/lightforce6128/cpc-sample

It contains instructions how to install the RSX and also offers some BASIC programs. The program that builds up an organ-like sound step by step starts with low volume, so the first two iterations may be inaudible.

The extension can use the internal PSG for playback as well as the DigiBlaster on the printer port. What clearly can be noticed is the quantization noise created by the low 4-bit resolution of the PSG. Sometimes it is really annoying, but with other examples it almost vanishes. Until now I did not find out which sounds (besides the default rectangle waves) fit well to the PSG. Are there any experiences?
#18
avatar_lightforce6128
Programming / Multi-channel sample playback
Last post by lightforce6128 - Today at 03:02
This thread is about a technique to play back multiple samples in parallel. A friend who is more interested into another 8-bit system brought this up. But the CPC can do this as well, even better. The idea is simply to mix several samples:

LD H,instrument1 : LD A,(HL)  ;; 4
LD H,instrument2 : ADD A,(HL) ;; 4
LD H,instrument3 : ADD A,(HL) ;; 4
;; ...
INC L                         ;; 1

With this technique easily 10 digital channels can be played in parallel.

The drawback: Frequency and volume are fixed. This means: If the same instrument is needed at three different frequencies, then three samples are needed. While this is unfeasible for some music styles, it might be acceptable for others. E.g. a simple bass line in the background (3-4 samples), continuous strings as support (also 3-4 samples), and synthetic sounds as main melody (8 samples). Also some samples for drums are needed. With a good tracker this would be sufficient to create complex sounds, although by far not every music style can be reproduced with this.

My first question is: Does anybody know if this technique was used somewhere?

The second question is: Does it bring something new? We already have a wide variety of sounds, from default PSG sounds, complex modulations (e.g. the RUN! demo), 1-channel sample playback, up to 3-channel sample playback with adjustable frequency and volume (DigiTracker).
#19
A small update.

Boot up screen is Unwell
The top line should say "AWA" not Isp ?

Any thoughts ?

Thanks

Kep safe

Ray
#20
avatar_lightforce6128
Programming / Re: are there any rotate udg r...
Last post by lightforce6128 - Yesterday at 20:06
That's an interesting question. Some thoughts from my side:

My first idea would be not to apply this change incrementally, because I'm sure that after the third or fourth iteration there will be nothing left from the original graphics. It would be better to always start from the original graphics and rotate this by 8°, 16°, ...

A second idea is: CPC symbols are defined as bit masks, stored in 8 bytes. To create a rotation, the given 8 bytes need to be combined somehow with AND and SHIFT operators to create the new 8 bytes. But I guess this will be unbelievably slow.

Another idea is to print out the orginal symbol and then use interpolation techniques to create the rotated symbol. This can be read in afterwards and stored as new symbol. But this will also be unbelievably slow.

How many symbols do you want to rotate? And how often should every symbol be rotated?

I think, a real-time rotation can only be achieved with a samll assembler program, e.g. as RSX extension.
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