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RE[4]: Goattracker for MEGA65

Zaadii

Might be I have exmplaines it in the wrong way.
For the C64 if you use a sid-file in your own program it works like this:
First you load the sid-binary into the memory.

*=$c800
!bin "hack_sound.sid",,$7e

Then you ahve a short init section somewhere at the beginning of the code.

;init music
jsr copy_sound
lda #$00
jsr SOUNDADRESSE
;init music end

And then you call the algorithem to play the sound for the next 1/60 sek. This is the followed by the other code - so you achieve parallelity to the code for example of your game.

;play sound
jsr SOUNDADRESSE+3; $e003
asl $d019
;play sound end

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So what I mean by playing two sid-files on the two sids would be the following:

1) Loading both sid-binayies to the memory.
2) Having two inits.
3) Having the two sections after each other in a interrupt routine.

You are right - this is not real parallelity, but it would seem like it to the humans ear (as it was before with sound and game for the human on the C64).

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So comming now back to my question:
In order to do what I explanied above I need to adapt either the calling code or the sid files themself.
Does someon have something where I can learn form how to do that?

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