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Old 09 February 2019, 01:39   #61
earok
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That is weird as hell. Maybe there's a way to poll the cd drive to see if it's actually playing? Eg, so that we can wait until the music is going?
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Old 09 February 2019, 03:36   #62
earok
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I *think* I might have found a solution. This works in emulator it seems, but I'm not sure if it'll work on real Amiga yet. Just run this in BLITZ mode.

Quote:
PlayCD32 TrackNum
ControlCD32 1 ;Force pause
ControlCD32 0 ;Force play
Regarding looping tracks, I think the correct solution to that is using TocCD32 to look up the song lengths (I've got a fairly good idea how to do this) and then forcing a replay once that time is up. If my solution above does indeed work reliably in BLITZ mode, restarting music could be done in a way that doesn't require dropping to QAMIGA mode.
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Old 09 February 2019, 03:53   #63
Cobe
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I'll have to try it tomorrow! Sounds awesome.

And I think I found a way to check if cd is playing but I was experimenting with cdtv.device...

cdio\io_Command=#QUICKSTATUS
cdio\io_Offset=0
cdio\io_Length=0
DoIO_ cdio
NPrint cdio\io_Actual ;it prints 105

cdio\io_Command=#PLAYTRACK
cdio\io_Offset=2 ; start track
cdio\io_Length=3 ; end track
SendIO_ cdio ; err.l=DoIO_(cdio)

cdio\io_Command=#QUICKSTATUS
cdio\io_Offset=0
cdio\io_Length=0
DoIO_ cdio
NPrint cdio\io_Actual ;it prints 109

though cdtv dev docs say it should be 101.....

however it would be in qamiga mode so if yours work in blitz mode, that's it.
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Old 09 February 2019, 10:24   #64
Toni Wilen
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Old CD mechanism have relatively slow seek times which most likely explain required delay.

I guess safest way to detect if drive is actually playing, is to use CD_QCODELSN or CD_QCODEMSF and check position/track number. This data comes from CD audio sub channel Q which normal CD players use to show current track and time. It is not driver generated.

EDIT: pause/unpause probably also work because pause seems to wait until seek has completed.

Last edited by Toni Wilen; 09 February 2019 at 13:12.
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Old 10 February 2019, 04:58   #65
earok
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Quote:
Originally Posted by Toni Wilen View Post
Old CD mechanism have relatively slow seek times which most likely explain required delay.

I guess safest way to detect if drive is actually playing, is to use CD_QCODELSN or CD_QCODEMSF and check position/track number. This data comes from CD audio sub channel Q which normal CD players use to show current track and time. It is not driver generated.

EDIT: pause/unpause probably also work because pause seems to wait until seek has completed.
Thanks mate. I've noticed the game is much more reliable on emulation than burned to an actual disc and played on real CD32, I guess that might explain the difficulties there.

I'm not totally sure how Blitz handles CD music, particularly if there's any difference between how it handles it in system-friendly and non-system-friendly mode. What I was doing was triggering the music in system-friendly mode and waiting a few seconds before going back to non-system-friendly mode, but it seems I may be able to just keep the game running in non-system-friendly mode.

@Cobe if it's any interested, I posted some code on how to read a CD table of contents in Blitz. Note that the calculated track times seem a little too long, presumably due to gaps inserted between tracks.

http://eab.abime.net/showthread.php?...01#post1303701
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Old Yesterday, 15:03   #66
Toncon
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i have completed CD32 version just minutes ago.

i chose "EXIT" in title menu then the game returned to WB and...
another game like simplified 'Redneck Rampage' (yes, its FPS) has been started.

is this some kind of secret bonus ?

Last edited by Toncon; Yesterday at 15:04. Reason: for more detailed explanation
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Old Today, 01:27   #67
earok
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Quote:
Originally Posted by Toncon View Post
i have completed CD32 version just minutes ago.

i chose "EXIT" in title menu then the game returned to WB and...
another game like simplified 'Redneck Rampage' (yes, its FPS) has been started.

is this some kind of secret bonus ?
Thanks for playing!

Yes, I snuck Amishion Impossible on the disc.
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