AYe AYe...

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
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Andy Rea
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Re: AYe AYe...

Post by Andy Rea »

what's that Smell.... smells like fresh flux and solder fumes...
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yerzmyey
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Re: AYe AYe...

Post by yerzmyey »

I can't make it work on EO. Can You make some program working on emulator, just to take a... hear? ;)
IN NIHILUM REVERTERIS - a big text-adventure game for ZX81: http://tiny.pl/g2m6m
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/
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yerzmyey
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Re: AYe AYe...

Post by yerzmyey »

But it looks/sounds good on YouTube, hehehe.
IN NIHILUM REVERTERIS - a big text-adventure game for ZX81: http://tiny.pl/g2m6m
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/
Moggy
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Re: AYe AYe...

Post by Moggy »

@Andy
Sterling work Mate works like a dream on real ZONX :D
You'r not just a hardware Junkie but a software maestro too :lol:
Seriously though it's good to know that when the AY boards become available there will be software for them too, and to think I was the one moaning that nothing was available :oops:
A Moggy of little faith I should have known better.

@Yertzmyey
My head is spinning with all this chiptune stuff , I am a musician from a very old School and thought AY was just funny bleeps in an arcade machine how wrong I was, this has opened up a new horizon for Me. I have just finished playing Your compositions; now on to Gasman , Ironman and Agent X :D

The music is about 2 semitones and 9 cents sharp to Spectrum versions if that helps any.

Regards both
Moggy
Last edited by Moggy on Thu Aug 18, 2011 9:54 pm, edited 1 time in total.
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iturbez
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Re: AYe AYe...

Post by iturbez »

:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

Keep up that very very very very gooooooooooooooooooooood job!

I'm impressed...
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XavSnap
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Re: AYe AYe...

Post by XavSnap »

yerzmyey wrote:I can't make it work on EO. Can You make some program working on emulator, just to take a... hear? ;)
Try sZ81 !
Xavier ...on the Facebook groupe : "Zx81 France"(fr)
Moggy
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Re: AYe AYe...

Post by Moggy »

Just a quick couple of Questions Andy, once the demo has cycled through its 8 tunes how do you play more?
Tried filling the directory with more pt3 files but it just keeps cycling through the 8 in the demo, whilst saying "no more tunes".
also is zxptmod6.bin the standalone player :?: if so how do You use it :?:

Sorry to be thick :oops:
Regards Moggy
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Moggy
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Re: AYe AYe...

Post by Moggy »

Answered one half anyway the demo only plays 8 tunes if You want to use more you have to delete the 8 in the folder and replace them with 8 more but they must be titled shock1..2..3 etc.or it just keeps cycling the first tune.

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Moggy
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Andy Rea
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Re: AYe AYe...

Post by Andy Rea »

@moggy...

okay dokay, here goes, zxptmod6.bin is the player. load it at address $2000 (8192) it is set to expect a PT3 file in ram at $8000 (32768), you will also need the intteruot handler in line 0 of the basic program.

So given you've got the above set up RAND USR 16515 will start the intteruot handler and initialise the player. the innterupt routine is running but nothing tells you so, it is monitoring a control byte at 16514, so from in your basic program POKE 16514,1 will set the player going calling the PLAY routine every 1/50th second. you can stop it by POKE 16514,0 thiswill also mute the output, but does not alter the play position.

so you can now a) start it from where you stopped it - POKE 16514,1

OR reinitialise POKE 16514,255 (stops the interupt handler) and then RAND USR 16515 and then when you ready to start from the begging POKE 16514,1

any PT3 file can be loaded at 32768, but you *MUST* have stopped the player first, once a new PT3 is loaded you *MUST* initialise it.

it is possible to load PT3 file to any memory address, so multiple files in ram at once is possible, but you can only play one at a time. to choose which one the player will use requires a few pokes.

POKE 8193,start_address - (256 * INT(start_address/256)) the low byte of the address
POKE 8194,INT(start_address/256) the high byte of the address

then RAND USR 16515 to initialise it. to switch tunes, remember you *MUST* stop the interupt handler first POKE 16514,255

I think that just about covers it...

Andy

OH right kinda got carried away, but yeah if you want to incorperate the player alone load it to 8192

your gonna have a heck of a time keeping things in sync but hey oh....

Code: Select all

;ENTRY AND OTHER POINTS
;START INITIALIZATION
;START+3 INITIALIZATION WITH MODULE ADDRESS IN HL
;START+5 PLAY ONE QUARK
;START+8 MUTE
;START+10 SETUP AND STATUS FLAGS
;START+11 POINTER TO CURRENT POSITION VALUE IN PT3 MODULE;
;AFTER INIT (START+11) POINTS TO POSTION0-1 (OPTIMIZATION)

START
	LD HL,$8000
	JR INIT
	JP PLAY
	JR MUTE
so you just make sure HL is loaded with your address of the PT3 file, call init (8192), and then every 1/50th second call play (8197)
Last edited by Andy Rea on Sat Aug 20, 2011 9:11 am, edited 1 time in total.
what's that Smell.... smells like fresh flux and solder fumes...
Moggy
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Re: AYe AYe...

Post by Moggy »

Andy You'r a star :D

My bloody heads reeling with all this :lol: :lol:
Anyhow thats my weekend sorted, the gardening can sodding wait I'm having waaaay too much fun.

Many thanks again Andy for all Your hard work. :D

A very Greatful Moggy
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