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Forums > C64 Coding > *stupid* ASM Sid Player Example ?
2006-03-23 15:53
Trifox
Account closed

Registered: Mar 2006
Posts: 108
*stupid* ASM Sid Player Example ?

Hi i just started coding on the good old c64 and i am wondering how to play music in an assembler executable,
on some tutorials i found that the music usually is located at $1000 but if i load a sid file to that location and jump

jsr $1009

nothing happens, the c64 exits my programm, i think it is clear, a sid file is not an assembler programm to jump in, but how do i now play a music file ?!?!?!?

thanks for any reply ...
 
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2006-03-27 10:04
chatGPZ

Registered: Dec 2001
Posts: 11386
prepare the money for transfer, there are a bunch of tunes that sound terribly wrong if the timing is somehow disturbed (even slightly). example is the cucumber-juice 2 note tune by zardax, the bassdrum makes funny bleep noise if played with wrong timing.
2006-03-27 10:21
Oswald

Registered: Apr 2002
Posts: 5094
I wrote play, not pay :D
2006-03-27 10:46
Style

Registered: Jun 2004
Posts: 498
hahaha, how do you 'play' someone money? :)
2006-03-27 10:56
cadaver

Registered: Feb 2002
Posts: 1160
Yeah, those write-ADSR-first-then-wave players that strive to achieve the sharp firstframe-attack are quite susceptible to timing differences, *even* when the player just dumps all channel regs in fixed order at the end of channel execution. I know from weird bugreports from some GT users :)

Oldstyle (Hubbard-like) hardrestart & write-order with wave first is much less sensitive, but you never get the scene-approved sharp attacks then.

However, for what's it worth, I believe quite good general solution (for like 99% of tunes) is to write all SID regs in a loop either forwards or backwards. That scpu emulation idea was just for some evil fun..
2006-03-27 11:01
Frantic

Registered: Mar 2003
Posts: 1648
However, changing sid writes to jsr's wouldn't be so easy after all. I mean, you would have to distinguish code from data, at least, to make sure you don't change some music data into a JSR? ...or did I miss something?

So, some kind of built in disassembler would be required too, and it would be fucked if there is some selfmodifying code in the player. ...which leaves us at the emulator again? :)

(And, yes, I understand that we are far from Trifox' initial questions now.)
2006-03-27 11:06
cadaver

Registered: Feb 2002
Posts: 1160
And, if the player was so messed as to use zeropage indirect indexed for SID writes, there would be no room for JSRs. :)
2006-03-27 11:16
Trifox
Account closed

Registered: Mar 2006
Posts: 108
... but anyway, i got a tune played ... to be honest, i can't really hear if a sid tune plays false or correctly, its just beep and buirks and meeps and moooeps ... but if you make a demo without music, no one aligns its head to the big screen ... ;)
2006-03-27 11:40
Stryyker

Registered: Dec 2001
Posts: 468
I have noticed some editors sounds different to packed tunes I guess mostly because of indexed instructions crossing more boundries in the packed tune compared to the editors.
2006-03-27 12:03
Oswald

Registered: Apr 2002
Posts: 5094
taki's cubic player does this, reroutes all sid writes.. so its pretty possible.
2006-04-06 19:55
Axel
Account closed

Registered: Apr 2006
Posts: 42
You can use PSID. It change SID into PRG files witch information where is INT/Play and where is tune in memory. Hope that helps.
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