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- Path: news.uni-c.dk!news
- From: Ejner <d6kn@esbjehs.dk>
- Newsgroups: comp.sys.cbm
- Subject: Re: Stealing Music..
- Date: Thu, 21 Mar 1996 12:36:13 -0800
- Organization: Esbjerg Business College
- Message-ID: <3151BDBD.464D@esbjehs.dk>
- References: <210@ppse.win-uk.net> <31476A6A.4FE1@FairLight.COM>
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- CC: phoff@ecst.csuchico.edu
-
- <phoff@ecst.csuchico.edu> wrote:
- > I want to do the following:
- > Steal music from a game.
- > Save the music to disk.
- > Load a pre-defined BASIC program.
- > Play the music with BASIC program.
- > How do I do that ?
- > I imagine that I might stop the game with my Action Replay,
- > go to the default Music address, save range for the music. Write a
- > basic program that will load the music in it's ML form and poke it
- > into the SID chip, with the correctly defined voices ETC.
- > BUT, anyone care to tell me how ?
-
- Hmm... this suonds like an impossible mission, as the music usually uses
- alot of zeropage addresses... only $fb-$fe are available for user
- programs, which is definately NOT enough, so most musics use some
- zeropage addresses ment for the basic, as the music was ment for MC
- programs anyway... So, you see, basic can┤t play ripped game music!
-
- However, a small program, using no sophisticated commands may sometimes
- work just fine... And since there are really no standards in c64 music
- files, all musics has their own players BUILD-IN!! So, rip and save the
- music, and write a program that calls the init and player routines, e.g.:
-
- 0 sys $1000
- 1 sys $1003:fora=0to5:nexta:goto1
-
- Where $1000 is the init and $1003 is the play routines.. (examples, that
- is!)
-
- Have fun!
-
- Ejner / inZane
- d6kn@esbjehs.dk
-