Schrijver
| does anyone have some cool explosions PSG samples
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manuel msx guru Berichten: 3447 | Geplaatst: 08 Juni 2006, 23:43   |
Wouter coudldn't resist and made this gem: (try it!)
set __psg_log_file -1
proc start_psg_log { {filename "log.psg"} } {
global __psg_log_file
set __psg_log_file [open $filename {WRONLY TRUNC CREAT}]
set header "0x50 0x53 0x47 0x1A 0 0 0 0 0 0 0 0 0 0 0 0"
puts -nonewline $__psg_log_file [binary format c16 $header]
__do_psg_log
return ""
}
proc stop_psg_log {} {
global __psg_log_file
puts -nonewline $__psg_log_file [binary format c 0xFD]
close $__psg_log_file
set __psg_log_file -1
return ""
}
proc __do_psg_log {} {
global __psg_log_file
if {$__psg_log_file == -1} return
for {set i 0} {$i < 14} {incr i} {
set value [debug read "PSG regs" $i]
puts -nonewline $__psg_log_file [binary format c2 "$i $value"]
}
puts -nonewline $__psg_log_file [binary format c 0xFF]
after frame __do_psg_log
}
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Shiru msx lover Berichten: 115 | Geplaatst: 09 Juni 2006, 00:23   |
No, this not work.
In produced with this script logs: first four bytes are right, it's signature. But then something strange following - instead 12 zeroes there comes Ñ0 80 Ñ0 80 and so on; then sometime come 01, 02, .. but it's always interleaved with C0 80 (like .. C0 80 C0 80 01 C0 80 02 C0 80 03 C0 80 ..). Also, there is no 00 in whole logs (it's strange, because register #00 is a very common used).
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manuel msx guru Berichten: 3447 | Geplaatst: 09 Juni 2006, 08:56   |
Well, I get this kind of output here:
50 53 47 1A 00 00 00 00 00 00 00 00 00 00 00 00
00 00 01 00 02 00 03 00 04 00 05 00 06 00 07 B8
08 00 09 00 0A 00 0B 00 0C 00 0D 00 FF 00 00 01
etc. AFAICS this is quite OK, isn't it?
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wouter_ msx novice Berichten: 17 | Geplaatst: 09 Juni 2006, 09:29   |
Oops, I forgot to put the file in binary mode (although it did already work for me without this). Add the following line as the 4th line in the start_psg_log proc (right after the 'set __psg_logfile....' line):
fconfigure $__psg_log_file -translation binary
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manuel msx guru Berichten: 3447 | Geplaatst: 09 Juni 2006, 11:15   |
Ah!
Thanks Wouter  Didn't you already have an account?
So the script is:
set __psg_log_file -1
proc start_psg_log { {filename "log.psg"} } {
global __psg_log_file
set __psg_log_file [open $filename {WRONLY TRUNC CREAT}]
set header "0x50 0x53 0x47 0x1A 0 0 0 0 0 0 0 0 0 0 0 0"
fconfigure $__psg_log_file -translation binary
puts -nonewline $__psg_log_file [binary format c16 $header]
__do_psg_log
return ""
}
proc stop_psg_log {} {
global __psg_log_file
puts -nonewline $__psg_log_file [binary format c 0xFD]
close $__psg_log_file
set __psg_log_file -1
return ""
}
proc __do_psg_log {} {
global __psg_log_file
if {$__psg_log_file == -1} return
for {set i 0} {$i < 14} {incr i} {
set value [debug read "PSG regs" $i]
puts -nonewline $__psg_log_file [binary format c2 "$i $value"]
}
puts -nonewline $__psg_log_file [binary format c 0xFF]
after frame __do_psg_log
}
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Shiru msx lover Berichten: 115 | Geplaatst: 09 Juni 2006, 13:28   |
Yes, it's works now  Great thank! Logged file now can be imported in my editor.
But AY Emulator say that file is wrong ('Error reading file'). I found that this error come from EOF marker (it's problem in AY Emulator itself), so for this purposes better to remove string 2 in proc stop_psg_log {}.
About conversions between ZX and MSX frequency: it's not needed. MSX PSG clock very close to ZX (1.78mhz and 1.75mhz/1.77mhz), so effects can be used directly, without any freq. adjusting. For Amstrad CPC it's will be necessary because there almost twice lower PSG clock freq. Only small problem on MSX is 50/60hz interrupts - ZX have only 50hz, and my editor work only with this int.freq, so on 60hz sounds will be play shorter. It can be solved in replayer, or i just add 'resample' feature in my editor. |
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norakomi msx professional Berichten: 861 | Geplaatst: 09 Juni 2006, 15:55   |
 owww, I really dont understand all you are talking about, ,,,,,,sigh.....
Quote:
| Did you visit http://www.thefuzz.nl and checked the download database?
you'll find zillion FX there for SEE
Else I'm willing to create s'm for ya, did many sfx (all Umax games, Fuzzy logic stuff and for Bombaman)
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Yes, I visited thefuzz.nl, but there were no interesting explosion SFX (i listened to ALL (maybe 200/300) SFX there).
Your offer to make some sfx is incredibly kind !!
Im thinking of 5 or 6 explosion SFX. (ALL 3 PSG channels+noise)
1 for the main characters ship exploding
1 for the huge endboss at the end of each level
1 for big bosses that appear sometimes halfway a level
1 for mines and comets that can explode
1 for other big objects that appear in the game
next to that any shooter-related sfx you can get your hands on (items taken, enemies eating bullets, weapon upgrades, lazers, shields raising, wind blowing, bullets shot, water splashing, monsters screaming, etc etc etc) are welcome.
would you like to help me with that? |
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ro msx guru Berichten: 2329 | Geplaatst: 10 Juni 2006, 14:33   |
3channel psg? hmm, dunno. thaz somewhat overdune I think. gotta check that. gimme a week or so and I'll let ya know, m'kay.
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wolf_
 msx legend Berichten: 4713 | Geplaatst: 10 Juni 2006, 15:47   |
norakomi: don't you have any psg-drums playing during the game? You want explosions *and* drums at the same time. While there're some restrictions regarding noise and such, you could do with some explosions for one or two channels using the square-wave only..
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norakomi msx professional Berichten: 861 | Geplaatst: 11 Juni 2006, 00:22   |
Quote:
| norakomi: don't you have any psg-drums playing during the game? You want explosions *and* drums at the same time. While there're some restrictions regarding noise and such, you could do with some explosions for one or two channels using the square-wave only..
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check out spacemanbow 1.
All the big explosions (main character dying, endboss or big object exploding) consist of 3 PSG channels and 1 SCC channel.
When those explosions are being played you will hear no drums.
this is how it is now for SM2:
- The drums use 3 channels
- small SFX use 1 channel, and when played the drum uses only 2 channels
this will be added:
- big SFX will use 3 channels, and when played the drums are muted
When listening to really nice sounding explosion (spacemanbow, maybe 1 or 2 explosions in nemesis1,2,3, maybe a cool explosion in solid snake, or sd snatcher) they never use 1 channel. An explosion using only 1 channel is just not so cool. They at least require the use of 2,3 or 4 channels. Listen to spacemanbows explosions for instance. They sound awesome, because they use 3 PSG and 1 SCC channel. That make them sound FAT and FULL. |
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mars2000you msx master Berichten: 1723 | Geplaatst: 11 Juni 2006, 00:27   |
A way to check that is to use paraMSX as this emulator allows to visualize which PSG/SCC channels are used  |
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norakomi msx professional Berichten: 861 | Geplaatst: 11 Juni 2006, 12:22   |
the KSS player also alows to mute channels
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norakomi msx professional Berichten: 861 | Geplaatst: 20 Juni 2006, 14:04   |
Quote:
| 3channel psg? hmm, dunno. thaz somewhat overdune I think. gotta check that. gimme a week or so and I'll let ya know, m'kay.
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Hey ! Any SFX already done ???  |
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norakomi msx professional Berichten: 861 | Geplaatst: 24 Juni 2006, 18:48   |
1 or 2 channels could also be cool !!
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ro msx guru Berichten: 2329 | Geplaatst: 24 Juni 2006, 19:46   |
darn, I totally forget... eh. time's the issue here.. yeah yeah, I know. C'mon Ro fix some cool SFX will ya!
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