Dioniso
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« Respuesta #15 : 12 de Enero de 2007, 01:41:47 pm » |
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« Última modificación: 13 de Enero de 2007, 03:28:29 am por Dioniso »
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burguera
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« Respuesta #16 : 12 de Enero de 2007, 02:19:45 pm » |
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This could be done very easily from a PC; C or C++. With a program that takes two PT3: one with the song and another one with the sfx, played one after another (as a "song"). The PC program should only take the SFX/samples from the second PT3 module and insert them in the free space, within the 64 bytes for the samples, in the first PT3 module. So... do this mean that these 64 bytes are there, in the PT3, even if there are only a few samples? In that case, your proposal seems to be OK, but 64 bytes seem to be very short. Moreover, if I correctly understood, this is an important flaw in the PT3 format, as it wastes some memory. It would not be possible to have 2 PT3 on the MSX memory and, when SFX has to be played, stop one channel for the main PT3, store the pointers, indexes and whatever, start playing the SFX in that channel and, when the SFX is finished, restore pointers, indexes and so on and continue the main song properly?
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SapphiRe
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« Respuesta #17 : 12 de Enero de 2007, 02:46:44 pm » |
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I see. And what about using an additional PT3 file containing only SFX, but that is never played as a song and only used to store SFX data? I think this would be the best option, because most games have more than a single music and it would be too expensive to copy all the effects into each module. It's not possible to save individual samples on VT2? Anyway, do you think PT3 is a good format to store SFX? A good question, indeed! Any other format suggestion?
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Dioniso
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« Respuesta #18 : 12 de Enero de 2007, 02:54:25 pm » |
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« Última modificación: 13 de Enero de 2007, 03:28:46 am por Dioniso »
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burguera
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« Respuesta #19 : 12 de Enero de 2007, 02:56:54 pm » |
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It's not possible to save individual samples on VT2? It is possible but, AFAIK, in a text format useful for VT2 but too long to be used in MSX. A good question, indeed! Any other format suggestion? I have no idea. What about the SEE format? Is it a good format?
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Dioniso
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« Respuesta #20 : 12 de Enero de 2007, 02:57:52 pm » |
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« Última modificación: 13 de Enero de 2007, 03:28:56 am por Dioniso »
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SapphiRe
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« Respuesta #21 : 12 de Enero de 2007, 03:10:58 pm » |
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It's not possible to save individual samples on VT2? It is possible but, AFAIK, in a text format useful for VT2 but too long to be used in MSX. So the question is if we'll need a tool to transform a sample in text format to a sample in bin format ready for the replayer. I guess it's easy to code that tool reading the explanation of Dioniso...
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« Última modificación: 12 de Enero de 2007, 03:12:45 pm por SapphiRe »
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Dioniso
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« Respuesta #22 : 12 de Enero de 2007, 03:33:11 pm » |
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« Última modificación: 13 de Enero de 2007, 03:29:05 am por Dioniso »
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burguera
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« Respuesta #23 : 12 de Enero de 2007, 07:36:08 pm » |
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Citar It would not be possible to have 2 PT3 on the MSX memory and, when SFX has to be played, stop one channel for the main PT3, store the pointers, indexes and whatever, start playing the SFX in that channel and, when the SFX is finished, restore pointers, indexes and so on and continue the main song properly?
That would be a waste of memory, I'm afraid. As SapphiRe says ...
Cita de: SapphiRe en Hoy a las 02:46:44 It's not possible to save individual samples on VT2?
Yes, but you'll have to put them yourself in the PT3 module ... OK, now I see. Since PT3 format "wastes" memory, the SFX could be stored into each PT3 in the game with no "extra cost". Good. The problem is when compressing, as you mentioned. Maybe an option is to have the sfx in the exact format needed by PT3, but in a separate place. And let the MSX copy those SFX into the PT3 file. In that way, all the PT3 in the game will have zeros in the area you mentioned and compression would be effective. When a PT3 music is decompressed into MSX memory then the SFX could be copied.
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ARTRAG
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« Respuesta #24 : 17 de Enero de 2007, 06:06:37 pm » |
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Dioniso
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« Respuesta #25 : 17 de Enero de 2007, 07:17:01 pm » |
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Everything was deleted and I will not continue improving it. The last replayer can be found here and it's 1696 long. Read the info in the zip file. If you have questions, better ask me by email.
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WYZ
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« Respuesta #26 : 17 de Enero de 2007, 08:50:25 pm » |
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Dioniso .... IMHO this isn't the right way. Please, take it easy and let us learn a little bit with your knowledges.
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ARTRAG
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« Respuesta #27 : 18 de Enero de 2007, 05:08:53 pm » |
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Everything was deleted and I will not continue improving it. The last replayer can be found here and it's 1696 long. Read the info in the zip file. If you have questions, better ask me by email. Dioniso, I think that your skill on the PT3 is unique in the MSX scene. I am sad to hear that you'll not improve the replayer any more. I hope that your decisions are only due to lack of time.
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Jon_Cortazar
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« Respuesta #28 : 18 de Enero de 2007, 05:42:46 pm » |
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I guess Mr. Dioniso is kinda bored of those "PSG killer", "7th bit incident", "or burnt PSGs" comments, and I can understand him as those kind of comments are made practically daily... I just hope he rests a bit and decide to come back with his potent and versatile and even-being-improved PT3 replayer. All I have to say to Dionisio is a big "thanks!" and another big "please, continue your good work!"
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Jon Cortázar Abraido (aka El Viejo Archivero) RELEVO Videogames [Dioniso: La cafeína está haciendo su trabajo; yo espero hacer el mío.] [pitpan: Me sigue pareciendo más productivo jugar al SNAIL MAZE que seguir esta discusión.]
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ARTRAG
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« Respuesta #29 : 23 de Enero de 2007, 09:30:33 am » |
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I was very interested in Dioniso's work about the PT3 replayer and the discussion on how integrate SFX in PT3. I would be amazing to get a PT3 replayer able to process at the same time music and SFX commands issued from the main code.
Could someone please give me some hints on what to do to get such a result ? Is there any doc I could start to analyze about the PT3 format? Integrate sfx and music is a very old problem that has no general solution yet in the MSX scene, why not to fill this gap?
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