
Can we do fancy music and sound? Is it possible to somehow define the sprites and backgrounds into a standard? That way some people who are rubbishing at coding (like me) can do some artwork or sound effects?

Sound effects are simple on Q68. Just two unsigned byte samples for left and right (joined into a 16-bit word) at 20 kHz rate. The Q68 has a large hardware buffer, so all one needs to to do is check for full buffer, and if not, feed in samples. It can also be done via SMSQ/E, a little more overhead, but makes it compatible to more platforms.vanpeebles wrote:Can we do fancy music and sound? Is it possible to somehow define the sprites and backgrounds into a standard? That way some people who are rubbishing at coding (like me) can do some artwork or sound effects?
Only in contributing optimized graphics routines, or an arcade game itself?Zarchos wrote:Please start a new thread, as yes I am interested, in particular if it is a community project.
But what kind of incentive, can a little money still motivate?Zarchos wrote:To me, incentive is the key to dev on retro systems.
In any case, the Q68 should never be slower than a 68000 at 40 MHz. If you plan for 68000, you should be on the save side. (Not even using the small "Fast RAM".)Zarchos wrote:I hope what I did is doable for a 68000 based system, but I believe so. I believe in 2 byte per pixel 'low res' screen mode, the QL68 should be faster than a 12 Mhz Archie in 1 byte per pixel 320 x 256 (just a belief as I haven't really checked the timings, I was just working with timings of a 68000 at 40 Mhz, here we have something different. I'll edit this post later).
The GoldCard had a builtin SLUG command, that's why wondered.NormanDunbar wrote:How much better? I have no idea. As far as I remember, there was no SLUG command available which is why I ended up writing it. Dilwyn might have suggested it - but I can't remember. He certainly sold it through DJC though.
It's about slowing down faster machines for old games.Zarchos wrote:Can you please explain what you are talking about ?
(not sure if this will make it due to intermittent and very slow broadband presumably due to local flooding)NormanDunbar wrote:How much better? I have no idea. As far as I remember, there was no SLUG command available which is why I ended up writing it. Dilwyn might have suggested it - but I can't remember. He certainly sold it through DJC though.
Cheers,
Norm.
No way on the QL to do some consuming time CPU operations, triggered by a timer interrupt, synced to whatever the screen mode sync is ?dilwyn wrote:(not sure if this will make it due to intermittent and very slow broadband presumably due to local flooding)NormanDunbar wrote:How much better? I have no idea. As far as I remember, there was no SLUG command available which is why I ended up writing it. Dilwyn might have suggested it - but I can't remember. He certainly sold it through DJC though.
Cheers,
Norm.
Slowgold was written by Norman at my suggestion before the SLUG command was added to fast systems such as Gold Card. Both work in a different way and you tend to find one might work in situations where the other doesn't to slow down fast older games.
I think SLUG works by putting delays in keyboard read systems IIRC, whereas Slowgold is written to use interrupts or scheduler lists IIRC (haven't got the sources to hand to check), so it's quite possible that both might be of use in situations where some software needs to be slowed down.