02 March 2018, 00:33 | #21 |
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...which can also be installed on a "vanilla" Workbench 3.1 setup
Here are the original source files on Aminet that my friend Bloodwych would have used... In fact anything in ClassicWB can be found / installed on a standard Workbench 3.1 setup; what do you think he used as a base to begin with? Bloodwych has just put everything together in a nice / easy to install package for all ...much like what I usually try to do with anything I share |
02 March 2018, 00:41 | #22 | |
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Quote:
If you're using a real Amiga then you don't have much choice but to use your methodology; with emulation though it's a completely different matter... ...also, don't forget that virtually all emulated game collections use "1 game per configuration file". There are many advantages when using this method: a) If some game / demo gets updated you only have to update that one file. b) As opposed to having *everything* on one .HDF, you don't accidently corrupting something else when just updating that one game / demo. c) Different games / demos might require different versions of SetPatch / libraries etc. How do you handle that with only one .HDF? d) Many other reasons I've forgotten about and am too lazy to list right now. |
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02 March 2018, 05:07 | #23 | |
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Quote:
b) Everything that's on the HDF is extracted from backups from zip archives on the Windows side - if something happened like the HDF becoming corrupt, I could delete it, create a brand new one and have everything extracted onto it within 20 minutes from the zip archives. And if I lose the zip archives, I have an html file with links to all the lha archives, ADFs etc. It's really no big deal. c) Hasn't happened yet. Everyone's different, DamienD. This is just my preference. |
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02 March 2018, 08:13 | #24 |
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02 March 2018, 08:49 | #25 |
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https://www.pouet.net/prod.php?which=56883
I thought AHI was for the playback of 14-bit audio, and this demo, I'm sure, uses 14-bit audio in its soundtrack. Please, enlighten me if I'm wrong. |
02 March 2018, 08:58 | #26 | |
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Quote:
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02 March 2018, 11:57 | #27 |
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02 March 2018, 12:14 | #28 |
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02 March 2018, 12:17 | #29 |
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Some demos using Digibooster Pro modules may well ask for AHI and refuse to work without, even though i've got no example at hand.
At least, DBPro mods refuse to play without it. AHI is just some hardware abstraction layer for audio, it has nothing to do with the ability to do 14-bit (programs such as Play16 and Delitracker can do 14-bit audio by themselves, for example). The problem of AHI is that it is slow for Paula output. But it's just a device and it will not make your system heavier if you have it but don't use it. |
02 March 2018, 16:33 | #30 |
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Any mod player (Eagleplayer) has a 14-bit mix engine, you don't need AHI to play such modules.
Again, AHI is not *needed*,. but as Damien said, if you *want* it, you can * add* it to any vanilla setup. |
02 March 2018, 18:18 | #31 |
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DBPro players *want* AHI. They don't use DT/EP's internal 14-bit engine.
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02 March 2018, 19:12 | #32 |
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There definitely are demos which require AHI! I remember at least one Potion demo which didn't work without AHI, I think it was a party version though and the final version was able to run without AHI.
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02 March 2018, 21:03 | #33 |
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More important is, if you want to use 14bit audio modes, use CyberSound's 14Bit calibration tool.
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02 March 2018, 21:13 | #34 |
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02 March 2018, 21:34 | #35 |
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02 March 2018, 21:42 | #36 |
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02 March 2018, 22:02 | #37 |
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Code:
;====================================== ;| Reads the calibration data if exists, ;| else inits the buffer with std vals ;| output: d0.l = errorflag (0=ok) ;====================================== SSM_ReadCalibData: movem.l d1/a0-a2,-(sp) lea SSM_CalibData(pc),a2 tst.l (a2) bne.b .hasCalib tst.b SSM_SystemFriendly(pc) bne.b .skipFileRead lea SSM_CalibName(pc),a0 bsr SSM_ReadFile tst.l d0 bne.b .skipFileRead move.l a0,(a2) bra.b .hasCalib |
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