28 July 2016, 20:16 | #1221 |
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phx told me this:
During the game, whenever you want to play a new mod: call mt_init to prepare the mod for playing at a specific song position. You will pass a pointer to the mod and an optional pointer to the mod's samples (for the usual mods it will be NULL, because samples are directly attached to the patterns in the file). How can get the pointer to specify sampler? |
29 July 2016, 06:49 | #1222 |
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Updated Version with cut rygars' music.
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29 July 2016, 11:56 | #1223 |
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looks good here, no slowdown with the new monsters and music.
but the new sprites moving down after a while - each time a little bit more. |
29 July 2016, 13:07 | #1224 | |
Wolf-bear thing
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Quote:
For sound effects, load them somewhere in chipmem and call: mt_soundfx(a6=CUSTOM, a4=SmallDataBase, a0=SamplePointer, d0=SampleLength, d1=SamplePeriod, d2=SampleVolume) a0 is of course the location of the sample to be played in memory, d0 is its length (in words, I think), d1 sets the playback speed, try 214 or 428. |
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29 July 2016, 14:35 | #1225 |
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30 July 2016, 02:15 | #1226 |
J.M.D - Bedroom Musician
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30 July 2016, 10:48 | #1227 | |||
Natteravn
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Quote:
Quote:
Code:
movec vbr,a0 Quote:
For mt_soundfx see hukka's reply. Sample length in words is correct. Also make sure that sound effect samples start with two zero bytes (the same is true for the song's samples). |
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30 July 2016, 13:15 | #1228 | |
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Quote:
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01 August 2016, 17:09 | #1229 |
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Now rygar can be killed. Still in progress
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01 August 2016, 17:38 | #1230 |
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01 August 2016, 17:47 | #1231 |
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03 August 2016, 19:02 | #1232 |
J.M.D - Bedroom Musician
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I sent mail to sandruzzo with an updated rygar mod (has death pattern) and converted effects in .raw; however sound FX provided were too much to add even for an empty mod (were around 50, some sound damaged, i converted 40); at this point i can suggest to identify and use only the more essential sfx to use in the game (and in some case recycle)
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04 August 2016, 00:32 | #1233 | |
Wolf-bear thing
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Quote:
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04 August 2016, 17:17 | #1234 |
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Updated Rygar, some nugs gone, better enemy out
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04 August 2016, 17:44 | #1235 |
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04 August 2016, 19:14 | #1236 | |
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Quote:
Enabled Rygar Collision |
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04 August 2016, 20:04 | #1237 |
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05 August 2016, 06:18 | #1238 |
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06 August 2016, 17:05 | #1239 |
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Updated Rygar. Some small bugs gone. Enemies respawn should be ok
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06 August 2016, 18:21 | #1240 | |
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Quote:
of AI, they change direction and hunt rygar. that is rygar still dies, when he runs into an explosion of a monster. you have to release the firebutton to turn to the other direction. maybe this is due to my kind of playing, but it feels not right. just reporting |
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