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Old 11 March 2022, 14:48   #21
mc68060
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That is great! Now I want a Turrican 2 version with CDDA music taken from Chris Hülsbeck's Turrican Anthology. He has remastered every single track in CDDA so everything could be replaced...
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Old 11 March 2022, 14:53   #22
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Can the same principle be added to WHDLoad installs for CDTV/CD32 games, which are currently lacking the CDDA tracks?

They're pretty much the only reason I still bother with having a 5.25" CD-ROM drive in my A4000D
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Old 11 March 2022, 14:58   #23
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Quote:
Originally Posted by jbenam View Post
Can the same principle be added to WHDLoad installs for CDTV/CD32 games, which are currently lacking the CDDA tracks?
I ask if it is possibile to have T-Zer0 cd audio tracks in AIFF or wav format and a slave for a working T-Zer0 installation.
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Old 11 March 2022, 16:00   #24
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Anyone could make a video of this Xenon 2 Beta concept?
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Old 11 March 2022, 23:22   #25
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0.2 beta

Glitches fixed and no registration message, slave attached to this message, rename from "x2.zip" to "x2.slave"
Attached Files
File Type: zip x2.zip (10.6 KB, 89 views)
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Old 12 March 2022, 00:22   #26
turrican3
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i can't unzip it... just 11 kb ?
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Old 12 March 2022, 00:30   #27
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i can't unzip it... just 11 kb ?
Did you read the message that file is attached to?
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Old 12 March 2022, 00:52   #28
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oooops, i read it too fast !
Thank you for your work !
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Old 12 March 2022, 08:28   #29
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Anyone could make a video of this Xenon 2 Beta concept?
Xenon 2 Megablast Audio Beta v0.2

[ Show youtube player ]
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Old 12 March 2022, 09:30   #30
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Here I was, thinking there's no way of bringing QoL improvements to old Amiga titles, but this here is actually a great improvement – while still remaining 100% faithful to the original concept.

To the extend of finally capturing what the team wanted to achieve in the first place but weren't technically able to pull off.
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Old 12 March 2022, 15:30   #31
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I like this idea, but, could you not patch the CDTV version to do the same thing? Maybe add the A500 intro on to it.


I just had a play with the CDTV version, i realized that while Megablast is a great tune hearing it all the way through the game would be tedious, hence the CDTV version has 12 tracks avaiable which can be assigned to any stage.


Just a thought (I don't have many).

Last edited by flibble42; 12 March 2022 at 15:39.
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Old 12 March 2022, 16:53   #32
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Very, very impressive!

On my 68030 1200, after the song had gone through a second time the intro crashed with the following error

DOS Error #219
(seek failure)
on reading "btw.8svx".

Just thought it worth a mention.

Can't wait to see a version released with music and sound effects during the game.
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Old 12 March 2022, 18:37   #33
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Originally Posted by alexh View Post
I was surprised no-one ever did unofficial CD32/CDTV re-releases with CDDA music once good remixes became available? The change to the original code to "not play" the original music and instead start playing CDDA must have been much easier than streaming music from RAM.

Err... https://eab.abime.net/showthread.php?t=94158

Quote:
Originally Posted by jbenam View Post
Can the same principle be added to WHDLoad installs for CDTV/CD32 games, which are currently lacking the CDDA tracks?

They're pretty much the only reason I still bother with having a 5.25" CD-ROM drive in my A4000D
This has been answered (NO) a lot of times here. This is because accessing CD from hardware banging code is not possible, considering the different CD hardware that exist. Accessing CD32 audio from hardware is "standard" which made CD32 CDDA conversions possible through CD32load.


Anyway, Galahad, this is GREAT. Taking only 16 megs RAM I suppose. I had 32 or 64 megs since 1995 so it was possible 20 years earlier...

And loading a big 10+ megs file even on CF card doesn't take that long.

But doing that for each game everyone is going to suggest here is going to take forever too If you check CD32load cd slaves you can save time adapting games that I already adapted for CD32. There are a lot of tracks, though. But I suppose that Gods could be done. Maybe only replacing the title tune, because there is no music in-game and that would be difficult to mix your tune with existing sfx.

Using whdload is also the obvious way of doing it.

Last edited by jotd; 12 March 2022 at 18:44.
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Old 12 March 2022, 20:12   #34
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Anyway, Galahad, this is GREAT. Taking only 16 megs RAM I suppose. I had 32 or 64 megs since 1995 so it was possible 20 years earlier...

And loading a big 10+ megs file even on CF card doesn't take that long.

But doing that for each game everyone is going to suggest here is going to take forever too If you check CD32load cd slaves you can save time adapting games that I already adapted for CD32. There are a lot of tracks, though. But I suppose that Gods could be done. Maybe only replacing the title tune, because there is no music in-game and that would be difficult to mix your tune with existing sfx.

Using whdload is also the obvious way of doing it.
I think the other factor in stopping people was distribution, most people 20 years ago were still on dial-up internet, massive installs like this wouldn't have found much favour, but now, with technology being cheaper and distribution being so easy, its now something that is no problem for anyone.

I've sent an email to Bert outlining some extra features that would make this whole thing easier if he is able to, I wont comment further until Bert yes "sure" or "fuck no!"

I see this as improving existing games, and I see no reason why this would improve Gods in particular because that game is remembered for its atmosphere with the SFX, and the music frankly would ruin it.

I see this as sorting the SFX/MUSIC problem for some games, I see it as if the Amiga version had a really crappy rendition of something, but maybe the SNES or Megadrive had a better soundtrack, why not allow use of those instead?

Depending on what Bert says will depend how far this can go, because obviously, no one wants to preload 100+MB of files on start up.
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Old 12 March 2022, 21:00   #35
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Quote:
Originally Posted by jotd View Post
This has been answered (NO) a lot of times here. This is because accessing CD from hardware banging code is not possible, considering the different CD hardware that exist. Accessing CD32 audio from hardware is "standard" which made CD32 CDDA conversions possible through CD32load.
Err, I was suggesting something slightly different. I know that loading CDDA audio is impossible, but what if CDDA tracks were converted in a format similar to what Galahad used for Xenon 2 and then loaded in the same way?
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Old 13 March 2022, 09:28   #36
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so whdload would start by ripping CDDA tracks in memory before starting?
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Old 13 March 2022, 10:43   #37
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so whdload would start by ripping CDDA tracks in memory before starting?
Nope, it would be done beforehand (maybe on a PC, if more computing power is needed?). Just like with Galahad's method, you would have the CDDA files available and already converted as samples in your game's folder.
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Old 13 March 2022, 10:54   #38
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ripping can be very well done on an amiga beforehand, part of the installation process from CD.

The hard part is adapting the games, one by one, specially in-game parts where sfx must co-exist with the song

Don't expect 50 games adapted anytime soon.
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Old 13 March 2022, 11:35   #39
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The hard part is adapting the games, one by one, specially in-game parts where sfx must co-exist with the song

Don't expect 50 games adapted anytime soon.
Indeed, I do know that doing WHDLoad installs is a bunch of work. Thanks again to you and the other guys doing installs for your hard work!
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Old 13 March 2022, 18:12   #40
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So..... Xenon 2 Megablast has the updated music running in the game

A few bugs that need to be ironed out, like switching channels for SFX but its playing during the game.
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