I've written some code to produce sound and visuals on a Vectrex. It's a bit of a mess, but it does (sort of) work. The premise is that you send in bytes over the USB serial, and the Vectrex plays a corresponding note, and updates visuals for it.
Problem is that it always crashes after a certain number of notes. It's fine if it's just left running, but when notes are coming through it always crashes eventually. I've tried commenting out all the 3D graphics stuff, and also all the sound generating stuff, but it still seems to crash even then.
Problem is that it always crashes after a certain number of notes. It's fine if it's just left running, but when notes are coming through it always crashes eventually. I've tried commenting out all the 3D graphics stuff, and also all the sound generating stuff, but it still seems to crash even then.
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call IntensitySprite(80)
call SetFrameRate(60)
char_rcd = 0
notice = { _
{-70, 70, "1"}, _
{-70, 50, "2"}, _
{-70, 30, "3"}}
notes = { _
{22,102}, _
{21,36}, _
{19,244}, _
{18,213}, _
{17,199}, _
{16,199}, _
{15,214}, _
{14,243}, _
{14,28}, _
{13,81}, _
{12,146}, _
{11,221}, _
{11,51}, _
{10,146}, _
{9,250}, _
{9,107}, _
{8,227}, _
{8,100}, _
{7,235}, _
{7,121}, _
{7,14}, _
{6,169}, _
{6,73}, _
{5,239}, _
{5,153}, _
{5,73}, _
{4,253}, _
{4,181}, _
{4,114}, _
{4,50}, _
{3,246}, _
{3,189}, _
{3,135}, _
{3,84}, _
{3,36}, _
{2,247}, _
{2,205}, _
{2,164}, _
{2,126}, _
{2,91}, _
{2,57}, _
{2,25}, _
{1,251}, _
{1,222}, _
{1,195}, _
{1,170}, _
{1,146}, _
{1,124}, _
{1,102}, _
{1,82}, _
{1,63}, _
{1,45}, _
{1,28}, _
{1,12}, _
{0,253}, _
{0,239}, _
{0,226}, _
{0,213}, _
{0,201}, _
{0,190}, _
{0,179}, _
{0,169}, _
{0,160}, _
{0,151}, _
{0,142}, _
{0,134}, _
{0,127}, _
{0,120}, _
{0,113}, _
{0,107}, _
{0,101}, _
{0,95}, _
{0,90}, _
{0,85}, _
{0,80}, _
{0,75}, _
{0,71}, _
{0,67}, _
{0,63}, _
{0,60}, _
{0,56}, _
{0,53}, _
{0,50}, _
{0,47}, _
{0,45}, _
{0,42}, _
{0,40}, _
{0,38}, _
{0,36}, _
{0,34}, _
{0,32}, _
{0,30}, _
{0,28}, _
{0,27}, _
{0,25}, _
{0,24}, _
{0,22}, _
{0,21}, _
{0,20}, _
{0,19}, _
{0,18}, _
{0,17}, _
{0,16}, _
{0,15}, _
{0,14}, _
{0,13}, _
{0,13}, _
{0,12}, _
{0,11}, _
{0,11}, _
{0,10}, _
{0,9}, _
{0,9}, _
{0,8}, _
{0,8}, _
{0,7}, _
{0,7}, _
{0,7}, _
{0,6}, _
{0,6}}
cameraTrans = {0, 0, 0}
call CameraTranslate(cameraTrans)
call Randomize
call ScaleSprite(64, 324 / 0.097)
shipWidth = 7.0
shipHeight = shipWidth * 0.75
podDiameter = shipWidth * 5 / 8
ships = NewShip()
'crossDisplay = LinesSprite(crosshair)
sprite_mag = 4
play = false
print "done..."
frames = 0
vol = 0
c = 40
p = 30
char_rcd = 0
startframe = 0
arp = 0
while true
controls = WaitForFrame(JoystickNone, Controller1, JoystickNone)
for i = 1 to UBound(ships)
call SpriteRotate(ships[i, 1], 0.4, 0, 0)
next i
if UBound(ships) > 10 then
for i = 1 to UBound(ships)
call RemoveSprite(ships[i, 1])
next i
'call ClearScreen()
'cameraTrans = {0, 0, 0}
'call CameraTranslate(cameraTrans)
'call Randomize
'call ScaleSprite(64, 324 / 0.097)
ships = NewShip()
endif
'call SpriteRotate(triangleSprite, 1)
frames = frames + 1
if feof(Stdin) = false then
call ReturnToOriginSprite()
ships = AppendArrays(ships, NewShip())
'print "data!"
c = fgetc(Stdin)
command = false
if c = 34 or c = 13 then
command = true
endif
if c = 1 then
command = true
if arp = 1 then
arp = 0
else
arp = 1
endif
endif
if not command then
p = c - 30
endif
'xy[1,1] = xy[1,1] + 1
'info[1, 3] = "SCALE: " + p
char_rcd = char_rcd + 1
play = true
vol = 15
startframe = frames
endif
if controls[1, 4] then
print "play from joy", UBound(ships)
play = true
vol = 15
startframe = frames
endif
if play and vol > -1 then
if vol > -1 and (frames - startframe) mod 4 = 0 then
vol = vol - 1
endif
if frames - startframe = 1 then
'print "playing something!"
call Sound({{0, notes[p,2]}, {1, notes[p,1]}})
call Sound({{7, $3e}, {8, vol}})
if vol > 10 then
for i = 1 to UBound(ships)
call SpriteSetMagnification(ships[i, 1], p/10)
next i
sprite_mag = p/10
endif
endif
if frames - startframe = 2 then
arp_add = 0
if arp then
arp_add = 5
endif
call Sound({{0, notes[p+arp_add,2]}, {1, notes[p+arp_add,1]}})
call Sound({{7, $3e}, {8, vol}})
if vol > 10 then
for i = 1 to UBound(ships)
call SpriteSetMagnification(ships[i, 1], (p+arp_add)/10)
next i
sprite_mag =(p+arp_add)/10
endif
endif
if frames - startframe = 3 then
arp_add = 0
if arp then
arp_add = 10
endif
call Sound({{0, notes[p+arp_add,2]}, {1, notes[p+arp_add,1]}})
call Sound({{7, $3e}, {8, vol}})
if vol > 10 then
for i = 1 to UBound(ships)
call SpriteSetMagnification(ships[i, 1], (p+arp_add)/10)
next i
sprite_mag =(p+arp_add)/10
endif
endif
if frames - startframe = 4 then
startframe = frames
endif
endif
if sprite_mag > 1 or sprite_mag < 1 then
if sprite_mag > 4 then
sprite_mag = sprite_mag - 0.1
endif
if sprite_mag < 4 then
sprite_mag = sprite_mag + 0.1
endif
for i = 1 to UBound(ships)
call SpriteSetMagnification(ships[i, 1], sprite_mag)
next i
endif
'if controls[1, 6] then
' stop
'endif
endwhile
function TieFighter(shipWidth, shipHeight, podDiameter, wingSides, podSides)
tie = { _
{ MoveTo, -10,-10,10},_
{ DrawTo, 10,-10,10},_
{ DrawTo, 10,10,10}, _
{ DrawTo, -10,10,10}, _
{ DrawTo, -10,-10,10}, _
{ DrawTo, -10,-10,-10}, _
{ DrawTo, 10,-10,-10},_
{ DrawTo, 10,10,-10}, _
{ DrawTo, -10,10,-10}, _
{ DrawTo, -10,-10,-10}, _
{ MoveTo, 10,10,10}, _
{ DrawTo, 10,10,-10}, _
{ MoveTo, -10,10,-10}, _
{ DrawTo, -10,10,10}, _
{ MoveTo, 10,-10,-10}, _
{ DrawTo, 10,-10,10} _
}
return tie
endfunction
function NewShip()
dim ship[1, 2]
ship[1, 1] = Lines3DSprite(TieFighter(shipWidth, shipHeight, podDiameter, 6, 8))
' Choose a distance from us between 150 and 300 meters
z = rand() mod 150 + 150
' Choose an apparent position on the screen in meters (the screen is
' about 0.15 meters by 0.18 meters)
x = (rand() mod (150 - shipWidth) - 75) / 1000.0
y = (rand() mod (180 - shipHeight) - 90) / 1000.0
' Scale the apparent position on the screen to an actual translation based on
' the ship's z distance (and assuming the user sits 0.5 meters from the screen)
x = x / 0.5 * (z + 0.5)
y = y / 0.5 * (z + 0.5)
ship[1, 2] = {x, y, z}
call SpriteTranslate(ship[1, 1], ship[1, 2])
' Set the rotation of the ship
call SpriteRotate(ship[1, 1], rand() mod 360, rand() mod 360, rand() mod 360)
return ship
endfunction