Cybernoid POKE required.

edited March 2014 in Games
Ummm, I'm not absolutely sure this is the right place to post this, but is there a POKE to remove the music from Cybernoid 128k? I still want to keep the sfx though while I play.

Yes, an odd request, but it will make sense... eventually.

Thank you. :S
Post edited by Graz on

Comments

  • edited March 2014
    It's probably interrupt-driven.

    Load it up into an emulator with a debugger and have a look at the I register. That'll point to the table of bytes which then point to the interrupt service routine. Somewhere in there will be a CALL to the music player, along with perhaps some other stuff sandwiched between a load of PUSH instructions at the start and a load of POPs and a RETI and/or RET at the end.

    If POKEing out the CALL with zeroes stops the music you're on the right path. You may then need to find the address of the music initialisation routine, which will probably be located immediately before the play routine called by the instruction you just removed with the zeroes. Calling that instead would normally silence the music if it has already begun. Nothing worse than stopping interrupt-driven music half-way through and not knowing which routine turns off the 3 channels. :)

    I should qualify this by saying I have no idea whether or not Cybernoid works in this way, but I'd be surprised if it were not something along these lines.
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  • jpjp
    edited March 2014
    A really quick and dirty hack is to switch the sound off with menu item 6 then
    POKE 33546,2
    
    before starting the game

    Snapshot here if you like

    This method is not without it's problems - if you're killed and start a new game then the music starts up again...
  • edited March 2014
    Thank you both.

    JP: That'll suit my purpose to a tee, thank you very much.

    Johnathan: That's certainly something I'll look into. Good to know this sort of thing. You're a whizz!


    :)
  • edited March 2014
    POKE 25923,0 ($6543,$00)
    POKE 33280,0 ($8200,$00)
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