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Old 13 January 2019, 20:10   #601
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Damn, even in my wildest dreams, I did not think we could get as close to the Arcade version ... and the sound ... I'm on the ass ... really great taf ...

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Old 13 January 2019, 20:22   #602
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Just congratulate McGeezer and DJMetune for their work on this project. keep it up guys!

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Old 14 January 2019, 19:31   #603
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Originally Posted by mcgeezer View Post
The little clicks are to do with my system not being fast enough to record and emulate the Amiga.
I had some problems with this too, but solved it by setting Graphics API to Direct3d (9 or 11) under Miscellanoeus setting.

That solved most of my performance problems.

Last edited by LaBodilsen; 14 January 2019 at 20:42.
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Old Today, 00:04   #604
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Tonight I added more sound into the game...

I had to disable Cycle Exact mode to get the recording to work...my system isn't quite powerful enough.

I tried to run this on my real A1200 tonight and I have a memory leak somewhere which I need to fix - very frustrating!

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Old Today, 04:13   #605
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The issue here with the sound effects taking over one of the music channels sometimes, (muting one note from the chords in the ingame music), will not occur with the next music version. The chords will instead be mixed to use only one channel instead of two. So the sound effects gonna have two clean channels to use freely in polyphonic.

The music mod will eat slightly more chipmem though, but I'll optimize it ofcourse to keep the filesize down as much as possible without lowering the quality.

It's a must to have it like that anyways. Because during the waterfall periods, there should, (to keep it faithful to the original), also be a water sound playing simultaneously as the music and the normal sound effects. There should better not in that case be any polyphonic mode for the normal SFX during those special water periods.

For the intro and interval music etc that needs to play more music notes simultaneously, all four channels is engaged for the music. As there's no SFX playing there anyways.

Always maximal use of the audio channels in various but wisely ways! :-)

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Old Today, 08:58   #606
OCS rocks!

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looks and now sounds amazing. (y)
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Old Today, 15:41   #607
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Awesome job so good to see that !
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Old Today, 17:56   #608
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for me, the pitch when firing is a little bit too high... the rest is perfect !

@mcgeezer : http://web.archive.org/web/200710011...:80/rguide.htm

The Complete Map with hidden Bonus... can help you i think
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