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Forums > C64 Composing > SDI 2.0 Beta
2006-02-21 18:17
6R6

Registered: Feb 2002
Posts: 245
SDI 2.0 Beta

Hi.
A working preview here:
http://home.eunet.no/~ggallefo/sdi/

Report your bugs and thoughts here:

GRG
 
... 195 posts hidden. Click here to view all posts....
 
2009-11-12 11:08
booker

Registered: Jul 2003
Posts: 334
Quoting Jan Harries
When all is turned on, it works :D

And also eats up rastertime when not needed.

Basically, the only setting that can f0k up anything in 2b7 asm packer is disabling the glide (2x) command.

So all flags can be set to 0, besides that one.
2009-11-12 12:44
GT
Account closed

Registered: Sep 2008
Posts: 308
Quote: Quoting Jan Harries
When all is turned on, it works :D

And also eats up rastertime when not needed.

Basically, the only setting that can f0k up anything in 2b7 asm packer is disabling the glide (2x) command.

So all flags can be set to 0, besides that one.


Command "$20" = Enable/disable Filter.
According to GRG, the source is not 100% when trying to auto-remove its code. Leave it enabled. It shouldn't take much space, nor rastertime. It will be fixed.
A crucial mistake I see, is when someone uses 4th channel in the editor. When I say using, I mean leaving it enabled (ON); don't disable the 4th Channel code in the source. The source data can't decide if you ment using it or not. When enabled it will always work, but you can save rastertime and memory by disabling it. Quite some cycles in fact. Make your decision before you dump.
2009-11-12 13:04
Fredrik
Account closed

Registered: Apr 2009
Posts: 204
I will check the appregio again. thanx
2009-11-12 13:16
GT
Account closed

Registered: Sep 2008
Posts: 308
Quote: I will check the appregio again. thanx


Just a tip on arpeggio values:
You can also use values $70-$7F to subtract from main note. $74 being an octave down (-$0C).
2009-11-12 21:37
Fredrik
Account closed

Registered: Apr 2009
Posts: 204
The rasterbars at the top of sdi suddenly got on the middle of the screen (little below middle) and they a thicker.
What button did i press wrong?
2009-11-13 06:33
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
you enabled multispeed, cbm+? - press it 8-9-10 times to get back to 1 speed.
2009-11-13 10:53
Fredrik
Account closed

Registered: Apr 2009
Posts: 204
Thanx Jan, that fixed it.
2009-12-01 22:59
robozz

Registered: Oct 2003
Posts: 43
Finally, a bug in sdi... :)

I haven't checked the recently released 2.b8 yet,
but there was no mention of any bugfixes, so here goes:

the last 16 arpeggios (60-6f in the editor)
sound different compared to the first 32 because
the delay counter "arpde,x" is subtracted with #$40,
and with the last 16 arps the "arpnum2,x" is => than
#$40 which it shouldn't be for all the arps to initialize
the same way.

an easy way to fix it is to move the "sta arpde,x" line up like so:

bn27 lda #0
sta vibdec,x
sta arpde,x ;...to here
lda arpnum2,x
sta arpnum,x
bmi tie_note
sta arpde,x ;from here...

Actually, I discovered this not by ear but while looking
at the player code for a completely different reason,
namely to see if there was a simple way to add hard note
arpeggios.

at the same time, I found that the turbo assembler
supplied with the player freezes up when there's any
type of error in the source code (label names missing
and so on) why is that?
2009-12-02 02:33
GT
Account closed

Registered: Sep 2008
Posts: 308
Quoting robozz
Finally, a bug in sdi... :)

I haven't checked the recently released 2.b8 yet,
but there was no mention of any bugfixes, so here goes:

the last 16 arpeggios (60-6f in the editor)
sound different compared to the first 32 because
the delay counter "arpde,x" is subtracted with #$40,
and with the last 16 arps the "arpnum2,x" is => than
#$40 which it shouldn't be for all the arps to initialize
the same way.

an easy way to fix it is to move the "sta arpde,x" line up like so:

bn27 lda #0
sta vibdec,x
sta arpde,x ;...to here
lda arpnum2,x
sta arpnum,x
bmi tie_note
sta arpde,x ;from here...

Actually, I discovered this not by ear but while looking
at the player code for a completely different reason,
namely to see if there was a simple way to add hard note
arpeggios.

at the same time, I found that the turbo assembler
supplied with the player freezes up when there's any
type of error in the source code (label names missing
and so on) why is that?


Please don't change the code, it works. Too complicated to explain the whole arpeggio routine code here. By the way, the command is $c0-$df in the sequencer code, + AND #$3f will give you $00-$2f. Right?
You don't need to know this, but the editor viewer just shows this command with a AND #$7f. Hence the $40-$6f.

You have to include a song data to the player. Then you will be able to assemble.

Hope this answers your questions. ;-)
2009-12-02 14:31
robozz

Registered: Oct 2003
Posts: 43
Quoting GT

Please don't change the code, it works.


Well, if it doesn't work then I will change it, and it doesn't work :)

Quote:
By the way, the command is $c0-$df in the sequencer code, + AND #$3f will give you $00-$2f. Right?


Nope, it's $c0-ef (48 arpeggios) and its muliplied by 2 afterwards, so for arpeggios e0-ef the value exceeds #$40

Quote:
You have to include a song data to the player. Then you will be able to assemble.


Ah I see, so it's kind of a dumbed down version of turbo assembler then? :)

Adding hard note arpeggios seems to be easier than I thought it would be, I got it working, but have to test it a bit more...
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