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PostPosted: Thu Oct 12, 2017 10:42 pm 
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To spell it out: If doing more than one block, you can change the address to the start of the next block immediately before reading the last 1 byte of the previous block, rather than waiting for the whole block to finish.

Though, the alternative is just a single LDA $2007 (4 cycles), so unless the logic for the early split is pretty lean it's probably not even a valid optimization?


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PostPosted: Fri Oct 13, 2017 5:59 am 
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Thanks for clarifying, rainwarrior. I understand now.

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PostPosted: Fri Oct 13, 2017 6:21 am 
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To continue the discussion from...

viewtopic.php?f=22&t=12784&start=270

Re:the levels, as yet, are too easy and too quick to run through.

I'm going to add some aggressive enemies that
1.chase you
2.throw things at you
3.block your path

And I put in more spiked floors in the later levels, as obstacles.

And further, I'm making the path to all the notes incomplete, and requiring you to do something first, which will complete the ladder to the last note(s) to collect.

So, you will have to go back and forth, through the obstacles, and around the enemies, to complete a room. I will probably have to redesign the rooms slightly to fit this new "incomplete path" idea.

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PostPosted: Fri Oct 20, 2017 8:18 am 
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Opinions please.

(you tube link removed)

I'm trying to pick 2 of these samples to use in the game. This is a frequently used sound effect, every time Honey plays her guitar. The second one, will be when she's powered up from the 'star'.

This is output from Famitracker, so the sound quality is exactly what you would have in-game.

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Last edited by dougeff on Wed Nov 08, 2017 9:13 pm, edited 1 time in total.

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PostPosted: Fri Oct 20, 2017 9:38 am 
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Your character's shown with an acoustic guitar in artwork, so I was expecting something more Lilith Fair-esque in terms of sound. Would acoustic samples not be more fitting to the game's theme?

I would expect either hard rock with the art and the music, or acoustic or softer rock for both.

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PostPosted: Fri Oct 20, 2017 1:09 pm 
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Well, what kind of guitar is Stephen playing in Scott Pilgrim? (rhetorical question)

Attachment:
sex-bob-omb.jpg
sex-bob-omb.jpg [ 164.82 KiB | Viewed 385 times ]


And they sound like this...

https://youtu.be/fhGu2CDqQqo

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PostPosted: Fri Oct 20, 2017 1:55 pm 
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This is what it sound like with an acoustic guitar.

(you tube link removed)

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Last edited by dougeff on Wed Nov 08, 2017 9:13 pm, edited 1 time in total.

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PostPosted: Fri Oct 20, 2017 10:38 pm 
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Whether an acoustic guitar can technically produce the sound isn't the point I was trying to make.

Visually your game has me expecting something like the Indigo Girls, but the audio you're delivering is more Veruca Salt. There's a disconnect there, but it doesn't seem strong enough to feel like intentional contrast.

If you want a heavier sound, I'd suggest adjusting the visuals to give them either hard rock 'tude or go in the other direction and make them so overtly cute that it feels like intentional contrast (make the player expect Hello Kitty or Kidz Bop and deliver something more like Huggy Bear, The Rock Tigers or Crucified Barbara.

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PostPosted: Sat Oct 21, 2017 8:08 am 
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I think the acoustic sample sounds better.


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PostPosted: Sat Oct 21, 2017 9:00 am 
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Quote:
And they sound like this...


well, the guitar doesn't sound like that, the amplifier does ;)

i actually like the acoustic samples better too, they are a bit less grating for a sound you'll need to hear quite often.


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PostPosted: Sat Oct 21, 2017 10:17 am 
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Thanks. I think I'm going to re-record the acoustic samples, and try to make that work.

Maybe a slower strum, rather than a hard-fast punch.

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PostPosted: Sat Oct 21, 2017 10:31 am 
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And if rerecording is a bother, I could make a script that synthesizes an acoustic guitar strum sample using Karplus and Strong's Digitar algorithm given parameters.


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PostPosted: Sat Oct 21, 2017 11:52 am 
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Recording isn't a problem. Processing is.

I've considered rewriting the WAV to DPCM algorithm, since I think it could sound better. I tried to write one last year, but the quality was worse than Famitracker. Maybe I'll give it another try.

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PostPosted: Sat Oct 21, 2017 12:31 pm 
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In my experience, the big bits about getting a good PCM to DPCM conversion are mostly preprocessing, instead of the actual process of conversion.

Compand the sample: DPCM only supports its full 6-bit dynamic range (-36dBFS) when the sample contains no frequency components higher than [playback rate/128]. It's also not very good at dealing with samples with wide frequency content (slew rate distortion), so some kind of band-pass filtering to only include an octave or three of content also helps.


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PostPosted: Sat Oct 21, 2017 1:01 pm 
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Might the emphasis-aware level compression methods used in AM and FM radio help?


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