New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add support for KidVid controller #77
Comments
|
Back then in 2002, I worked very closely with Eckhard on this. Maybe I can remember, and I still have all the mails. Well, I remember it was pretty annoying. :) |
|
@sa666666 If KidVid works in the latest z26, then its C-code should work well too. |
|
Potentially, but I haven't tested recently. But in z26, the code isn't as abstracted, and KidVid and sound code is mixed together. Also, it would need testing, and you already pointed out that you found it very annoying 😧 |
If you test a game, you will soon find out why. 👿 BTW: The most tedious and annoying part was defining all the data. At least that can be skipped now. |
|
BTW: Kid Vid can be autodetected easily (lda #$03, sta SWACNT(, lda #1, sta SWCHA, not required for unique match)), but I suppose since there are only two ROMs, it is not worth the effort. Though once we are done, people may ask for PAL versions. So we probably should add auto detection. |
|
It just occurred to me that, if we get this going (and maybe make it a bit more flexible), people could write games for the 2600 with a synced, high quality soundtrack or even sound effects. At least in Stella, for the console some extra hardware would be required. |
|
@sa666666 I had a closer look at the existing code. It seems like signalling back doesn't work and the "tape" continues to run after a song is over. @DirtyHairy Once we get this fixed, how should we add the songs into the audio code? |
|
There was never any attempt to get this working in Stella, so it doesn't surprise me. I just converted the z26 C code to C++, and left it as-is. There's likely more work to do there, other than what you suggest. |
|
The z26 code is pretty easy to understand. And the converted code should do the same. IMO we are pretty close. |
|
My main issue at the time was how to integrate the songs into the TIA sound core, just as you mention. In z26 it's sort of hacked into in the sound core directly, but I'd rather use a better approach here. |
|
Sure, me too. |
Success, the games can now really be played without the tapes (waaay more pleasant, IMO 😆) So, the last (and big) ToDo is to add the tape sound. |
|
We could play the WAV files directly via SDL2 or sample them ourselves (like z26). The former should be easier, but syncing might be a problem. BTW: There can be TIA sound and WAV files simultaneously. |
|
Should we add an option to disable playing the WAVs with these ROMs? |
|
Just remove the WAV files if you feel annoyed. 😈 |
|
Not for me, for the end user. Something similar to the frequency toggle for Pitfall II. Or we can just add it to the manual, to remove the WAV's if you like. BTW, now that we (or more specifically, you) are working on esoteric controllers, want to look at Compumate next? 😄 |
The latter. I think we have to explain where to put the WAV files anyway.
Definitely not. |
|
OK, it was worth a try 😈 |
There is already a partial implementation in the current code, but it doesn't really do much (in particular, it doesn't play any music). Much of the current implementation is from a C-code port of z26. The original was in assembly, so I can't be sure if the C code is even working correctly.
The text was updated successfully, but these errors were encountered: