Thank you for pointing me to some example.. this helps me a lot!

Concerninc the SCC, for the sword thrown , the problem is the one mentioned in this doc bifi.msxnet.org/msxnet/tech/scc_emulation.html

And I'm figuring out how to create a formula and a second volume look table to use. This doc shows that the volume change according to the period programmed to SCC registers, so I need to trim the volume according to the frequency.

I've found that a logaritmic formula is near to the graph showed, but not sure... I've tried to use the result ranging from 0 to 1 as a multiplier, but with the knofe sample no effect... so I'm still trying to understand his formula.

I will try other games to check the PSG :) Thank you very much!

This is the function I've found that is similar to the one showed in the article...

where Amp value = log ( period ) / 12

12 is the maximum value I've found for period = 4095... So, dividing the result for this value, I have a range from 0 to 1 as amplitude.

This value may be used multiplied to the final volume to drive the chance according to the period.

I've measured the period value when the "knofe" is thrown, and the channel 0 period ( the one involved with the knife ) cycles in this way:

Ch0 Period = 37

Ch0 Period = 33

Ch0 Period = 37

Ch0 Period = 33

Ch0 Period = 37

Ch0 Period = 33

Ch0 Period = 37

Ch0 Period = 33

Ch0 Period = 19

so the volume attenuator in this case will be 0.3009 fo period = 37 and 0.2913 for period = 33...

in this way the channle 0 will be reduced according that value when the channel 0 plays the knife fx.

Is this correct in your opinion ?

Judging from the graph, I'd say you need a little offset and a larger multiplier to have a better fit of your blue curve to the green one. But I honestly don't understand why you would want to use a complicated function instead of a simple look-up table...

I know, in fact I would like to use a look-up table, but first I need to understand how to generate it...

I know, in fact I would like to use a look-up table, but first I need to understand how to generate it... Erh... just take a peek at the source of openMSX or blueMSX?

Uhm, yes there are some sources available, they are not so much clear to me since their logic is different than mine So it's a bit difficult to understand exactly the "way of doing".

I've checked all levels and different flags on my code and have noticed some bugs.. now it is updated and it should sound better also the knife.

Concerning Bosconian I'm having still problems... With this update now it is possible to feel that the sample is played back, but there is something wrong.

I still have to understand if the way of playing back samples of PSG, can be emulated with the Flash player audio capabilities.

So I will try to code a standalone sample player... Will update you soon!

Thanks for help.

SUCCESS!!!! Now the "BLAST OFF" is played!!!

It was just a little concept error, now the sound should have a better definition

Check it out!

Hah, pretty good! Now please get The Maze of Galious working

why in AMERICAM TRUCK works the RIGHT arrow movement, but not the LEFT arrow?

also lacks 5th sprite flickering..... so, in a lot of konami games where that feature is used to sinmulate a player hidding in a hole (artantic adventure) , or fishs going underwather (athletic land), or any game where the player is hidden by a scene layer in way to sinmulate entering to somewhere.