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Old 30 May 2017, 00:00   #61
lordofchaos
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I think Roadkill doesn't play SFX+MUSIC together, music is played then fades out to SFX and vice versa?
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Old 30 May 2017, 21:23   #62
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I'll check it out and update the list accordingly, thx!
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Old 03 June 2017, 20:55   #63
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@lordofchaos

You were correct, Roadkill is removed! I'll check cd32 version at some point to see if thet has both at the same time.
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Old 04 June 2017, 12:06   #64
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You can add Overdrive, the Team 17 racing game to the list (you even have 3 options Music, FX only and Music/FX):
http://hol.abime.net/2336

And you can add Overdrive, the Infacto SHMUP, too.
http://hol.abime.net/5168
The sound effects are quite minimalistic and sometimes I feel they don't play as often as they should, but you do get some firing sound when you press the fire button (and some random explosions).
And do yourself a favour if you want to double check, use DamienD's HDF version to test and make your life easier:
http://eab.abime.net/showpost.php?p=...&postcount=124
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Old 04 June 2017, 12:50   #65
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Added!
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Old 12 June 2017, 02:54   #66
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Jaguar XJ220 Demo

[ Show youtube player ]
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Old 12 June 2017, 07:40   #67
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Added!
It's one of those "wtf" things....why on earth wouldn't they had it done for the full game as well?
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Old 12 June 2017, 16:37   #68
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Quote:
Originally Posted by SKOLMAN_MWS View Post
Jaguar XJ220 Demo
Nice find! Looks like at some point they really considered having the module on just three channels and using the fourth for SFX (instead of chords that seem to be missing from this demo).

Personally I much prefer their choice of going full four channels with the music instead. Nuke's soundtrack is so amazing that I never missed those engine sounds.
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Old 13 June 2017, 10:11   #69
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I don't necessarily disagree with you. I just wish there was an option for music + sfx as well.
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Old 21 October 2017, 02:41   #70
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Old 21 October 2017, 09:01   #71
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Thanks for doing this thread Vulture, I think this puts another of those stupid myths that you still hear (I did last week online somewhere) that the Amiga wasn’t capable of music and sfx at the same time.
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Old 21 October 2017, 12:32   #72
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@Solo Kazuki

Added!

@Amigajay

You're welcome! That's one reason I started this, but also, cuz I do like lists!
I mean, it's easier to check a list of game for this and that feature, rather than firing up the actual game or a youtube vid, so, win-win!
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Old 02 December 2017, 01:23   #73
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I would like to say one thing about this interesting thread. I have never understood why there are games in which composers have made the module in four channels for ingame music. Did not they noticed that one of the four channels was going to be cut/break with the FX?

The Ingame music for an Amiga game has to be composed in three channels and leave the fourth empty or simply put an echo of the melody.
As for example I did in GOLDEN WING, I composed the music in three channels and the fourth one simply put an echo of the main melody. if it is cut it does not matter, since it is only an echo.

[ Show youtube player ]

[ Show youtube player ]

https://mega.nz/#!425HjIbC!hwSvP_LTb...hGLgs5NBpVdxNI
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Old 03 December 2017, 20:21   #74
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Yeah, that's right of course, but -on the other hand- it's just one of many questionable choices amiga game developers did back in the day, so.....
Very nice game btw, added to the list!
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Old 05 January 2018, 10:32   #75
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Old 05 January 2018, 18:55   #76
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McDonald's Land
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Also if we consider PD Games, my games Quasarius and Roadtrip both have music + sfx
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Old 07 January 2018, 00:41   #77
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Thx guys! All games added, of course PD ones are in there as well!
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Old 07 January 2018, 00:58   #78
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Old 07 January 2018, 11:36   #79
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Old 07 January 2018, 13:30   #80
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Added 'em all
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