01 September 2019, 09:41 | #21 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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It should be a .bb2 file in your blitzlibs drawer
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01 September 2019, 19:40 | #22 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Erm.....
My Blitz2 disk has no Blitzlibs drawer EDIT: The Amiblitz2 folder I have that I use on Winuae (and can't use on my real A600 for obvious reason) do have a Blitzlibs folder, but no such file is there. Last edited by Shatterhand; 01 September 2019 at 19:51. |
01 September 2019, 22:02 | #23 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Ok, I don't know what to do.
from what I got, there was supposed to be an assign to blitzlibs: which was never made on my Blitz2 folder (and like this I managed to completely code 3 games). so I did an assign blitzlibs: dh0:blitz2 I got makedeflibs from here: https://www.amigafuture.de/downloads...6ff7cdf0180372 When I first run it, it ran ok but then Blitzbasic wasn't recognizing a lot of tokens it used to do. So I also copied the libs from that file... and when I run Makelibs, the computer crashes in a scary way, no guru, the display just completely DIES and the TV is showing "No Signal" image while the A600 keeps on. I decided to copy this whole Blitz2 to my A600 HD. Made the assign to blitzlibs run Makelibs Got a Guru. I have no idea what to do right now. EDIT I created the BLitzlibs folder on my Blitz2 folder, made the assign, copied the contents of Blitzlibs from that file to my folder, ran makelibs... It crashes when it reaches the freqlibs.obj Last edited by Shatterhand; 01 September 2019 at 22:19. |
01 September 2019, 22:57 | #24 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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OH GODDAMNIT .
Deleted the freqlibs.obj . Now Makelkibs didn't crash... it just stopped at Amigaguide.Library1 , which was actually the last file, so I guess it worked. Had to reset the computer. Now... it should work. But QAngle on my code now it isn't recognized... first it was tokenized as ValLong, when I changed it just don't recognized the command. Removed all the QAngle commands from my code... still don't recognize the commands from this library (Which, yes, was on the blitzlibs folder) Man I am trying to make this work for the WHOLE DAY. I'll just quit it for now, its really driving me crazy. |
01 September 2019, 23:01 | #25 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Reinstall from the ultimate blitz cd, using the updated installer from aminet. It sounds like your installation is messed up
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01 September 2019, 23:08 | #26 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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I installed from floppy eons ago.
I do have the Ultimate BLitz CD and I have no idea what to do. Do I copy those files to my Amiga CF and uise the Aminet installer to install it? |
02 September 2019, 07:12 | #27 | |
Registered User
Join Date: Oct 2008
Location: Finland
Posts: 643
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Quote:
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02 September 2019, 08:14 | #28 |
Gets there in the end...
Join Date: Sep 2005
Location: Wales
Posts: 880
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Cool. Haven't tried the lib yet, hope it works. The nice thing is the mod is loaded into a bank meaning you can poke it. A position jump in the 1st pattern could be changed depending on where you want the module to start playing. Multiple tunes in one module which is what I did for JetHunt and will probably do in my future games.
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02 September 2019, 08:23 | #29 | |
Registered User
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Location: Finland
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Quote:
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02 September 2019, 17:35 | #30 |
Registered User
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Location: Stockholm
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I finally got my arse out of the carriage and published the source code here: https://github.com/idrougge/blitz_ptplayer
Readme etc will be added later, and feel free to open issues or pull requests. |
02 September 2019, 17:41 | #31 | |
Registered User
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Location: Finland
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Quote:
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03 September 2019, 00:26 | #32 | |
Registered User
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Quote:
Using the other form of MTInit &module_addr, &instr_addr, startpos, you can have mods without instruments and keep their shared instruments at &inst_addr. I haven't tried this myself, though, for lack of suitable data. |
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03 September 2019, 18:45 | #33 | |
Registered User
Join Date: Oct 2008
Location: Finland
Posts: 643
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Quote:
I made an install script for Blitz Basic 2.1 and included some useful libraries, including your mod player. Is that ok by you? If not, I will remove it. The script is here: http://eab.abime.net/showthread.php?t=98664. |
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03 September 2019, 19:28 | #34 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,679
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That sound good for memory saving; one feature request that my restless evil mind has come up with is adjust global samples volume independently, interesting if you want to come out with interactions "a la" Hostages (where an extra layer of drums turns on when you jump off your hideout)...
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03 September 2019, 19:32 | #35 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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I just want to say that I solved my problems with the help of dear Earok, who just sent me hist Blitz Basic folder and everything worked
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03 September 2019, 19:48 | #36 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,580
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Quote:
Or do you want to control the volume of individual samples? This could also be done, by manipulating the volume stored with the sample in the MOD. I could easily add an interface for it, with the two arguments sample# and volume. |
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04 September 2019, 00:43 | #37 | |
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04 September 2019, 01:13 | #38 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
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This is the Scorpion engine implementation of setting song position via PTPlayer and this library.
Code:
MTPlay Off MTEnd MTInit Bank_Music,Music_Position MTPlay On |
04 September 2019, 03:58 | #39 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,679
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Quote:
Last edited by saimon69; 04 September 2019 at 06:56. |
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04 September 2019, 21:15 | #40 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,580
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Quote:
Code:
_mt_samplevol(d0=SampleNumber.w, d1=Volume.b) Redefine a sample's volume. May also be done while the song is playing. Warning: Does not check arguments for valid range! You must have done _mt_init before calling this function! The new volume is persistent. Even when the song is restarted. |
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