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Forums > C64 Productions > Richard Joseph Tribute Demo
2007-03-22 01:23
JSL

Registered: Aug 2003
Posts: 56
Richard Joseph Tribute Demo

Hello Sceners,


Because of the recent death of the innovative musician Richard Joseph, we have in
mind to code a Tribute music demo for him, Code will do NEO (Roland Hermans), with
music by Yogibear and gfx by me, JSL. If you want to support this demo with texts
about Richard, who knew him, please send them to the following Email adress:


joachim_wijnhoven@hotmail.com
 
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2007-03-22 16:42
Oswald

Registered: Apr 2002
Posts: 5086
personally I prefer to read a good scroller while listening to musics in a collection. The most perfect example for this is "past n present" the collection for metal. A huge interview, and personal opinions about each tune. Respect to the creators.
2007-03-22 17:38
Hein

Registered: Apr 2004
Posts: 946
8 speed music! wohaah! I can't imagine it isn't possible to speed up for instance the Barbarian music inside the player itself. I mean, setting the speed of your music by the number of calls per frame is pretty odd indeed.
2007-05-01 13:01
Conrad

Registered: Nov 2006
Posts: 847
Hey everyone. Just thought I'd update the news of this upcoming production....

The tribute music demo is up to now 60-65% complete. We still need some more text about Richard Joseph from anyone who likes to help and also a few more covers/remixes of his tunes.

BTW, I know it has been a couple months since the tragedy, but I unfortunately had to move apartment during the easter holidays and that stopped me from coding the demo for quite some time. However, as it is almost complete, there's no point in wasting the whole thing.

Anyway, if you'd like to help still, please PM me and let me know.

Cheers!

Owen.


EDIT: Here is a summary of what is currently complete (I won't be giving out credits as that will spoil the release!):

- Main Screen (roughly 80% done)
- Graphics (90% done)

Songs...
- Defender of the Crown (title) remixed
- International 3D Tennis remixed
- Wicked remixed
- Rimrunner remixed
- Robocod (Amiga) remix (unsure completion)
- Sensible Soccer opening tune (90% complete)

and... 1 tribute text!!!! :P

so as you see, we need more text!
2007-05-01 17:41
Richard

Registered: Dec 2001
Posts: 621
Nice :) I look forward to the demo. Richard deserves this kind of respect :)
2007-05-01 18:21
cadaver

Registered: Feb 2002
Posts: 1160
Quote: Unfortunately RJ's original tunes can not be included on the demo. The reason for that is that RJ's original music player was written so bad that they suck toooo much rastertime (the player needs to be JSR'ed quite a few times to get the right speed playing.) Trying to play these with demo effects or IRQs will be impossible. :-(

Again the originals could be on the release disk still i guess.


What would happen if you'd run the music routine in the main program, on the free time you get from IRQ effects?
2007-05-02 20:57
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
How do you make such a loop stable, so the music plays as it should ?
2007-05-02 21:22
cadaver

Registered: Feb 2002
Posts: 1160
Of course depending on how the time taken by IRQ's changes, it won't be perfectly exact, but it probably wouldn't make audible difference. You could use flags set by IRQ's, or simple $d012 compares.
2007-05-02 22:03
Cybernator

Registered: Jun 2002
Posts: 154
Also, you can allow the interrupt routine to be interrupted. :) In the IRQ routine where you call the music player, first acknowledge the IRQ, setup the next IRQ routine in the chain, do a CLI (don't forget to ack first !!!), and continue the routine normally. You might also want to use a flag so that the player doesn't get called twice in succession (ie. before it does an RTS). This is just a safety precaution, to avoid an eventual crash. Still, if the main program is free, just do it as Cadaver said.
2007-05-03 07:48
Conrad

Registered: Nov 2006
Posts: 847
Quote:

Cadaver wrote:
Of course depending on how the time taken by IRQ's changes, it won't be perfectly exact, but it probably wouldn't make audible difference. You could use flags set by IRQ's, or simple $d012 compares.

Cybernator wrote:
Still, if the main program is free, just do it as Cadaver said.


This would be no problem if the main screen has free rastertime, but my situation alot of rastertime is used for embedded routines such as transition effects, scroller, and a multiplexor, so it won't be possible for me... or if it IS possible, then it'll be tricky. Plus I am using a IRQ disk loader at the same time, so really all rastertime is used.

One alternative I could do is write a bonus part including a compilation of his original c64 tunes, so that I can modify the CIA clock timer without the worry of visual effects.

EDIT:
Just to let you know that I haven't coded anything big on the c64 for about 7 years, and I'm not a PRO either, so don't hesisitate to correct me with anything that's wrong. :-)
2007-10-16 00:06
Conrad

Registered: Nov 2006
Posts: 847
Hi again.

I know for a fact that some people are starting to ask things like when this production will be finished... but please accept that I'm very busy with other things non-c64 related (for example, studies and exam revising!) - this is eating up a lot of my time unfortunately, and there is still more to consume in the coming weeks.

Say whatever you like if you're against this statement, but this is the situation I do have. Don't think that I'm a lazy cunt who can't be arsed to get this over delayed production done - my motivation on c64 is sluggish at the moment, because career comes first!!

/owen
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