Search found 2068 matches

by Chema
Tue Sep 12, 2017 1:28 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

@ibisum, I'm not sure... but it is worth trying anyway. I have tweaked the whole system, increased the volume, added different base pitch as suggested by Dbug and synchronized (a bit) the lips with the sounds. It looks much better, in my opinion, but still uncertain about it reaching the final versi...
by Chema
Mon Sep 11, 2017 9:22 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

ha ha ha good point Dbug. That is exactly what I am trying to do... but that won't decide between man/woman... just a base for the note variations which may coincide or not :) One thing. I just added pauses in the talk animation whenever there is a pause in the sfx (which occur, in turn, when there ...
by Chema
Mon Sep 11, 2017 8:02 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

I guess the thing is if it is good enough as to be kept in a final version or not. Or if it is good enough as to not include other features because of it... I will try to tweak a few things to make it slightly better. I might find a hack to make small alterations to the sounds so they seem different...
by Chema
Mon Sep 11, 2017 4:14 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

Well, unless I need the space and there is no way to get it through some code revising, this does not need to be dropped. Specially when the player can deactivate it. The thing is that I need to tweak more code in order to produce the same effect in other cases (not only on the Talk command associat...
by Chema
Mon Sep 11, 2017 2:04 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

I tend to agree with Ibisum. These sounds get annoying very quickly. That is why I quickly added the option to the game menu so the player can deactivate them :mrgreen: I even find them annoying in The Sims and other newer games after some time. I also tried to use higher pitches. But the higher the...
by Chema
Mon Sep 11, 2017 11:24 am
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

Hi guys. Following your suggestions I've made my best to incorporate the speech sounds (and a way to disable them in the game menu, of course). This is the best I could do and they are eating nearly all my free memory. They are not as fun and great as I'd imagined... Any comments or suggestions are ...
by Chema
Tue Sep 05, 2017 8:24 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

I had the toolchain setup and made some tests, but I changed my hard drive since, and now all that is lost (the old HD simply broke down :( ). There is a list of things that should be done to the firmware, and there was some enthusiasm to do so at the beginning, but soon after everybody disappeared ...
by Chema
Tue Sep 05, 2017 10:29 am
Forum: Cross development tools
Topic: Difficulties with XA during compilation
Replies: 3
Views: 710

Re: Difficulties with XA during compilation

Mmmm couldn't it be that you are including #include "fr_dico.s" twice? It could be that fr_data.s includes it, or that it is in the file list that you are assembling (should not be explicitly in the makefile or list or however it is done in XA, as it is already included from your main file). It is u...
by Chema
Sun Sep 03, 2017 3:04 pm
Forum: Tape and floppy disk converters
Topic: Progress bar loading
Replies: 18
Views: 1074

Re: Progress bar loading

Great! Good work Symoon!!
by Chema
Sun Sep 03, 2017 2:51 pm
Forum: Games
Topic: Development of Blake's 7 (was OASIS development)
Replies: 563
Views: 121669

Re: Development of Blake's 7 (was OASIS development)

Hi again. Maybe you know from the thread about Floppy Builder, than we finally found the issue. It seems to be a bug in the Cumulus firmware, but the good news is that I think I found a way to circumvent it. Now the saving works in the Cumulus, despite the bug. I want to make some tests with real fl...
by Chema
Sat Sep 02, 2017 9:01 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

I don't remember now if Cumulus writes the $22 but certainly the six zeros.

And it was retromaster who wrote the firmware.

Cheers
by Chema
Sat Sep 02, 2017 11:05 am
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

Nice find. So technically... it's a Cumulus firmware bug? Yes, I'd say so. What I'd do is: -Correct the number of zeros in the header. -Correct the $22 instead of $4e error -Correct the loop so it does not produce extra DRQ (inside the loop it should be set DRQ, Pause, read data register, store, de...
by Chema
Sat Sep 02, 2017 9:22 am
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

Guys, I made a quick check, commenting the skip of the SEEK command in the loader of FloppyBuilder: ... lda current_track ; Check if the drive is on the correct track /************************ THIS ONE *********************/ ;PROTECT(FDC_track_register) __fdc_track_1 ;cmp FDC_track_register ;beq sta...
by Chema
Sat Sep 02, 2017 8:31 am
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

Symoon... you might have pinpointed the issue!!! I never checked the loop (which is a bit of an abomination :lol: ) because: a/ the cnt var holds the number of bytes per sector, but it is not zero based, so the count is correct, b/my loop only writes 256 bytes then exits and a new SEEK command for t...
by Chema
Fri Sep 01, 2017 6:10 pm
Forum: Tape and floppy disk converters
Topic: FloppyBuilder evolution
Replies: 73
Views: 15294

Re: FloppyBuilder evolution

Okay, spent a few minutes today with this and found something else that might help (or not!). I checked the CRCs of the sectors and things are interesting. First of all, CRCs created by FloppyBuilder don't seem correct. They are all the same value, despite the sector contents. I checked the sources ...