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Software and gaming - Games, Demo's and Magazines that use MSX AUDIO.

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Games, Demo's and Magazines that use MSX AUDIO.

roadfighter
msx user
Posts: 55
Posted: May 16 2005, 10:23   
After Publishing the Audio Romextension for the Music Module by MSXPRO.com
And a nice program from BIFI called _MUS2AUD.
We know that the Diskstations from Compile work with MSX Audio and we can play MSX Music files, when we replace _music by _audio or use the program BIFI wrote.
But what about the other commands, for instance the ADPCM command, how do the work?
And which games, demo's and/or diskmagazines work with the Audio standard?

I have tested the following disks:

Super Cooks - Works great.
Gorby's Pipeline - Doesn't boot.
Puyo Puyo - Doesn't boot
Aleste 1 - No sound
Aleste 2 - No sound
RuneMaster 1, 2 and 3 - Working great

Please post your findings, of Compile games and ofcourse other games.

GRTZ,

Emil

wolf_

msx legend
Posts: 4721
Posted: May 16 2005, 10:33   
Can't recall any titles yet, but I'm sure a handful of NL/EU scene-groups used the msx-audio/music-module for games..
mars2000you
msx master
Posts: 1723
Posted: May 16 2005, 11:00   
http://www.bluemsx.com/blueforum/viewtopic.php?t=310

To this Japanese list, you must add an impressive list of games, demos, diskmagazines released in the Netherlands, in Spain and in Brazil
mars2000you
msx master
Posts: 1723
Posted: May 16 2005, 11:11   
Some info about ADPCM :

FS-CA1 comes with a rom that stores pre-recorded samples. It contains 18 ADPCM sounds that need to be copied (command COPY PCM) and transferred to another file to be played.

0 = cockoo
1 = sound of a chicken
2 = cat
3 = dog
4 = horse
5 = lion
6 = laughing
7 = sound of a shutting door
8 = sound of whiskey pouring
9 = sound of shoe
10 = marching sound
11 = toy
12 = hand clap
13 = tennis
14 = golf swing
15 = golf cup in
16 = sound of a sword swing1
17 = sound of a sword swing2

10 ' PLAY PCM TEST 
60 CALL AUDIO 
80 CALL SET PCM (0,0,0,,4) 
90 CALL COPY PCM (#8,0) 
110 F=6500 
120 FOR N=0 TO 18 
130 CALL PLAY PCM (0,,,,F) 
140 FOR J=1 to 110 
150 NEXT J 
160 F=F+500 
170 NEXT N 
190 END 


This is a sample program to play the rom ADPCM. "#8" mean copy 8th ADPCM sample from rom and store it to file "0". Anything with "#" = rom samples number.

There are also commands to create your own samples, but I must find that in all my docs.

Note also that the SET PCM command defines different things, one of these things is choosing which ram to use for storage. According to the manual, MSX1 cannot use VRAM for storage. The internal ram is called local memory and can be used & work independently from MSX CPU. (So play/recording through this memory can be done only with MSX-AUDIO.)
mars2000you
msx master
Posts: 1723
Posted: May 16 2005, 11:31   
More info here :

http://www.mccm.aktu.nl/millennium/milc/gc/topic_26.htm

But please note that this page includes also some errors (Genic time )


BiFi
msx guru
Posts: 3142
Posted: May 16 2005, 11:32   
  • Golvellius 2 works too
  • Try checking all diskstations... Most of them use MSX-AUDIO as well (but you already mentioned that)
  • Aleste Gaiden?
  • Aleste 2 is a special thing... It does seem to use the MSX-AUDIO somehow, but in a different way the other compile titles work. I found this out by looking into the disk image code, though it's yet uncertain how it works.
  • Xevious
  • Gorby's Pipeline does use MSX-AUDIO

msd
msx professional
Posts: 615
Posted: May 16 2005, 12:09   
Gorby's Pipeline and Puyo Puyo should work. Btw what bits are set at address -54. Normally you can use the poke POKE -54,35 to activate msx-audio sound on most of the compile games (and probably others). But this poke is not very friendly to dos2 for example


BiFi
msx guru
Posts: 3142
Posted: May 16 2005, 13:39   
msd, on that address there's an interslot call to the routine that does the actual checking/work. HL is increased with 1 and that's the check most of those games use to determine whether or not to use MSX-AUDIO.
ro
msx guru
Posts: 2329
Posted: May 16 2005, 14:39   
most compile stuff for sure
roadfighter
msx user
Posts: 55
Posted: May 16 2005, 17:08   
MSD wrote:

Quote:

Gorby's Pipeline and Puyo Puyo should work. Btw what bits are set at address -54. Normally you can use the poke POKE -54,35 to activate msx-audio sound on most of the compile games (and probably others). But this poke is not very friendly to dos2 for example




But the do work only not when the Music module with the msx Audio Rom is in the computer.
Then the games will freeze at statup.
And because i use the Music module with the new audio rom it should work without the poke-54,35. Correct ?

And BIFI,
Golvelius 2 does work, but i have a crapy copie so only the intro works.



SolidEric
msx freak
Posts: 202
Posted: May 16 2005, 18:01   
Puyo is not working here..(poke-54,35), I only hear psg, Aleste 1 the same
SolidEric
msx freak
Posts: 202
Posted: May 16 2005, 20:05   
Runemaster 2 works! Don't turn the volume of your monitor too high,because the psg sounds louder than the music-module!
 
 







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