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CreaMD
Registered: Dec 2001 Posts: 3075 |
Rambo First Blood Part II containing Galway editor.
"If anyone has the original C64 Rambo game, load, reset, SYS 49192 to see Martin Galway's music editor. Should it be there? No. Is it there, yes. Why? I left it in...."
Got this comment from S W Dunlewy at C64.sk Facebook page. Can anyone confirm? It's new information for me ;-) |
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Angel of Death
Registered: Apr 2008 Posts: 215 |
Slayradio DJ and allround retro remix pioneer Alistair Bowness had Martin Galway's c64 donated to him by the man himself and together with c64Audio.com made the "Project Galway" album with recordings from the actual c64 that these tunes were made on.
In the liner notes he explained that Martin's disks only contained sources in various assembler formats, LaserGenius, to name one, and that he had to put in quite some effort to piece them together to be ready for recording as they were cut up and rearranged to fit the various productions they were to be used in.
All of this is not surprising anyway because Mr. Galway was a programmer at Ocean first. And anyone that ever took a look at his music routines saw that they are all different. Not quite the thing you expect if he would have used some editor.
Hence, there is NO Galway editor that was used back in the days at Ocean by Martin Galway. |
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deetsay
Registered: Aug 2005 Posts: 43 |
Quote: Slayradio DJ and allround retro remix pioneer Alistair Bowness had Martin Galway's c64 donated to him by the man himself and together with c64Audio.com made the "Project Galway" album with recordings from the actual c64 that these tunes were made on.
In the liner notes he explained that Martin's disks only contained sources in various assembler formats, LaserGenius, to name one, and that he had to put in quite some effort to piece them together to be ready for recording as they were cut up and rearranged to fit the various productions they were to be used in.
All of this is not surprising anyway because Mr. Galway was a programmer at Ocean first. And anyone that ever took a look at his music routines saw that they are all different. Not quite the thing you expect if he would have used some editor.
Hence, there is NO Galway editor that was used back in the days at Ocean by Martin Galway.
The idea that some extra code was accidentally left in doesn't sound very far-fetched though... Especially since Galway was coding the player, it would make sense that there's at least an entry point that he would use while doing it, that would just play the music and maybe print something on screen. And that kind of thing would be a lot more likely to be left in, rather than a full-fledged music editor, wouldn't it? |
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TheRyk
Registered: Mar 2009 Posts: 2444 |
Fragments (of whatever) are definetely more likely indeed that fully working editor (which has been proven wrong already). But finding fragments (of whatever) which no one can use for nothing in some game's RAM, is not uncommon at all and ain't 1% as sensational than rumours the dude on C64.sk spread. |
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Inge
Registered: Nov 2003 Posts: 145 |
Quote: Slayradio DJ and allround retro remix pioneer Alistair Bowness had Martin Galway's c64 donated to him by the man himself and together with c64Audio.com made the "Project Galway" album with recordings from the actual c64 that these tunes were made on.
In the liner notes he explained that Martin's disks only contained sources in various assembler formats, LaserGenius, to name one, and that he had to put in quite some effort to piece them together to be ready for recording as they were cut up and rearranged to fit the various productions they were to be used in.
All of this is not surprising anyway because Mr. Galway was a programmer at Ocean first. And anyone that ever took a look at his music routines saw that they are all different. Not quite the thing you expect if he would have used some editor.
Hence, there is NO Galway editor that was used back in the days at Ocean by Martin Galway.
Having collaborated with Chris Abbott trying to recover some of Martin Galway's unreleased tunes (like the Arkanoid title tune with real drums), I can indeed confirm that there is no Galway Editor.
Martin Galway programmed all his tunes in assembler, and if you look really close, you'll find that the player is slightly different from game to game. The reason for this is that a) he continuously developed his player and b) he left out subroutines (like filter and arpeggio) he didn't use in the tunes to make the player code somewhat shorter. |
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chatGPZ
Registered: Dec 2001 Posts: 11499 |
Quote:Especially since Galway was coding the player, it would make sense that there's at least an entry point that he would use while doing it, that would just play the music and maybe print something on screen.
why would you have something like this in the game? makes no sense to me at all. |
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deetsay
Registered: Aug 2005 Posts: 43 |
Quote: Quote:Especially since Galway was coding the player, it would make sense that there's at least an entry point that he would use while doing it, that would just play the music and maybe print something on screen.
why would you have something like this in the game? makes no sense to me at all.
Why? He left it in... |
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chatGPZ
Registered: Dec 2001 Posts: 11499 |
Oh now i see what you mean. Ok. still seems unlikely to me - taking care of removing unused arpeggio routines and then leave in a totally useless "player" :) |
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Inge
Registered: Nov 2003 Posts: 145 |
Remember that while today's players have one codebase for all three channels, Galway used separate routines for each channel.
A typical IRQ-call thus looks like this:
JSR MUSIC0
JSR SOUND0
JSR MUSIC1
JSR SOUND1
JSR MUSIC2
JSR SOUND2
If your music never uses arpeggio on channel 1 and 2 it makes sense to remove it from the player. As long as the player plays the tunes as intended, you just can't call it "useless". |
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chatGPZ
Registered: Dec 2001 Posts: 11499 |
Not sure what you refer to now - i was referring to that entry point which plays the tune and shows values on screen for debugging. That one is surely useless inside the game :) |
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Inge
Registered: Nov 2003 Posts: 145 |
Oh, sorry, I just misinterpreted what you meant. Yes, you're absolutely right about that. |
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