Автор: Benny Modig
Год: 1986
Издатели: Your Sinclair
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1986
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
TUNE-A-PATE
from Your Sinclair #10 (Oct.1986)
You want to add tasty machine code music to your own games?
Well, open a tin of Tune-A-Fish in the company of this
month's Master Chef Benny Modig, and see how easy it can be.
If you ever thrilled to the music on your Spectrum computer
games, and wondered if your games could sound as tuneful,
then this is the recipe for yoo-hoo! You see, the reason
you're so incredibly gripped, excited and thrilled by the
music in professionally produced games is this: the tunes
are stored in machine code in a space in the computer's
memory and riffed through jolly fast by a miniature reading
routine.
Contained within this awfully short program are all the
necessary doobries to add your music to your own games
without interrupting the action! You can compile the code of
your music to anywhere in memory, so that it fits in with
any programming needs. Also, it's only 189 bytes long, so
it'll work with quite long programs.
The drawback of using sound with Spectrum programs has
always been that in order to generate the sound, the
computer has to stop processing. This lasts for the duration
of the sound which in some cases could be a whole second,
making arcade action very slow indeed. The great strength of
this program is that it holds up the program in operation
for only about (set at top speed) 0.01 of a second to make
your sound effects and musical tones. So, this is one dish
you can't afford not to serve in your Spectrum!
WHAT TO DO
First wash your hands and lay out all the ingredients on a
clean work surface. Spread a little butter on the bread and
pile Tuna on one slice. Press the other slice on top of all
this and eat. Hurry up, there's work to do! Nice? You bet.
Okay, down to business ...
Type in the program as listed (a Tried'n'Tested product) and
save it to tape as SAVE "TUNE-A-FISH' LINE 1. Now, all you
need to add music to your programs is together in one
ready-to-serve portion. After running the program you are
faced with the main menu.
STARTERS
C Changes the speed of the piece of music
O Gets you out of the program
S Saves your compiled tune
L Listen to your tune
K Compiles your tune to mega quick code
SERVING SUGGESTIONS
Mmmm. There are so many tasty ways you can enjoy your
Tune-A-Pate. There are a couple of limitations to the
program, but with careful programming and a bit of
forethought, these problems can be overcome.
The number of notes you can compile at one time is limited
to 17 maximum. If the tune you want to compile is longer
than this, and what tune isn't, you can do the following:
Put the tune in groups of 17 notes in DATA statements at the
beginning, in the same way as the demo tunes, with a REM
command before them. Remove the REM from a line and compile
it to your first block of memory. Then put the REM back and
remove the next line's REM and compile that to the next
address after the last piece you compiled. (Got that?)
Repeat the procedure until all your notes have been
compiled. You call back the routine with LET I=USR adr1: LET
I=USR adr2: ... and so forth, where adr is the address where
you put the notes.
Tune-A -Pate is so versatile. With thoughtful programming,
and a little knowledge of the BEEP command, you can not only
program tunes into your games, but also superfast sound
effects which don't interrupt the action. Now there's a
herring sandwich.
Lines 2-4 These are the demo tunes stored in REM statements
to illustrate the method of inputting notes to the
compiler.
Line 5005 Here the SAVE routine is shown as a microdrive routine,
but if you want it to work with tape, simply delete
the *"M";1; parts of the line.
Line 6000 The Listen routine, including a moving asterisk to
show that the delay is always the same.
Line 8901 The machine code interrupt and controller program.
Lines 9002-9003 A table of note frequencies to make the notes you hear
closer to real musical pitches.
--
Another Fine Product transcribed by:
Jim Grimwood (jimg@globalnet.co.uk), Weardale, England
--
from Your Sinclair #10 (Oct.1986)
You want to add tasty machine code music to your own games?
Well, open a tin of Tune-A-Fish in the company of this
month's Master Chef Benny Modig, and see how easy it can be.
If you ever thrilled to the music on your Spectrum computer
games, and wondered if your games could sound as tuneful,
then this is the recipe for yoo-hoo! You see, the reason
you're so incredibly gripped, excited and thrilled by the
music in professionally produced games is this: the tunes
are stored in machine code in a space in the computer's
memory and riffed through jolly fast by a miniature reading
routine.
Contained within this awfully short program are all the
necessary doobries to add your music to your own games
without interrupting the action! You can compile the code of
your music to anywhere in memory, so that it fits in with
any programming needs. Also, it's only 189 bytes long, so
it'll work with quite long programs.
The drawback of using sound with Spectrum programs has
always been that in order to generate the sound, the
computer has to stop processing. This lasts for the duration
of the sound which in some cases could be a whole second,
making arcade action very slow indeed. The great strength of
this program is that it holds up the program in operation
for only about (set at top speed) 0.01 of a second to make
your sound effects and musical tones. So, this is one dish
you can't afford not to serve in your Spectrum!
WHAT TO DO
First wash your hands and lay out all the ingredients on a
clean work surface. Spread a little butter on the bread and
pile Tuna on one slice. Press the other slice on top of all
this and eat. Hurry up, there's work to do! Nice? You bet.
Okay, down to business ...
Type in the program as listed (a Tried'n'Tested product) and
save it to tape as SAVE "TUNE-A-FISH' LINE 1. Now, all you
need to add music to your programs is together in one
ready-to-serve portion. After running the program you are
faced with the main menu.
STARTERS
C Changes the speed of the piece of music
O Gets you out of the program
S Saves your compiled tune
L Listen to your tune
K Compiles your tune to mega quick code
SERVING SUGGESTIONS
Mmmm. There are so many tasty ways you can enjoy your
Tune-A-Pate. There are a couple of limitations to the
program, but with careful programming and a bit of
forethought, these problems can be overcome.
The number of notes you can compile at one time is limited
to 17 maximum. If the tune you want to compile is longer
than this, and what tune isn't, you can do the following:
Put the tune in groups of 17 notes in DATA statements at the
beginning, in the same way as the demo tunes, with a REM
command before them. Remove the REM from a line and compile
it to your first block of memory. Then put the REM back and
remove the next line's REM and compile that to the next
address after the last piece you compiled. (Got that?)
Repeat the procedure until all your notes have been
compiled. You call back the routine with LET I=USR adr1: LET
I=USR adr2: ... and so forth, where adr is the address where
you put the notes.
Tune-A -Pate is so versatile. With thoughtful programming,
and a little knowledge of the BEEP command, you can not only
program tunes into your games, but also superfast sound
effects which don't interrupt the action. Now there's a
herring sandwich.
Lines 2-4 These are the demo tunes stored in REM statements
to illustrate the method of inputting notes to the
compiler.
Line 5005 Here the SAVE routine is shown as a microdrive routine,
but if you want it to work with tape, simply delete
the *"M";1; parts of the line.
Line 6000 The Listen routine, including a moving asterisk to
show that the delay is always the same.
Line 8901 The machine code interrupt and controller program.
Lines 9002-9003 A table of note frequencies to make the notes you hear
closer to real musical pitches.
--
Another Fine Product transcribed by:
Jim Grimwood (jimg@globalnet.co.uk), Weardale, England
--