10 August 2022, 23:25 | #121 |
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Cheers, added!
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14 August 2022, 02:44 | #122 | |
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It wouldn't be a massive undertaking but it would sound terrible. Music for games that have both music and sound effects is usually carefully planned so that one or two channels are used for sound effects, and the music is written such that the instruments that are least important for the music are placed on those channels. Music not planned this way uses all the channels however it wants, so you could have sound effects preempting important parts of the music. Meanwhile, sound-effect-only modes often assume they can use all four channels, so it would be stomping all over the music. Probably the most realistic way to do it would be to convert all the music to 64kbps MP3s, require a bunch of fast ram to buffer it, and a fast CPU to drive the I/O, and then require something like a MAS player to decode and play the MP3s. This wouldn't work for dynamic music, but most games with sound effects-or-music option just have static MODs that they switch between anyway. Then enable both code pathways, with the mod playback code completely ripped out and replaced with the send-MP3-to-MAS-player routine. You could reuse that on pretty much every game without even having to think much about what their playback routines are. Still not an easy patch, but not a super difficult one either as you could leave the sound effects codepath entirely intact, and just have to find the entry routines for the music code, and patch that in so it runs even when in sound effect mode. Since MAS Player requires using the parallel port, this would work best on games that are fixed to work with cache enabled, etc. freeing up CPU cycles for the PIO. Would work especially well on games that can have some logic moved to fast ram. Might not work on ECS on games that are particularly nasty on DMA, so those might require AGA with a fetchmode patch. Wouldn't be an issue on clockport MP3 players and such. Could also do a version that hooked directly into AHI drivers (rather than AHI itself, since there's no multitasking in most games) for systems with tons of RAM to cache PCM versions of the tracks, or use a low-CPU-intensity compression routine. Or bypass all of the hardware considerations and just make it only work in UAE. Last edited by AmigaHope; 14 August 2022 at 02:59. |
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14 August 2022, 08:32 | #123 | |
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Quote:
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18 August 2022, 21:56 | #124 |
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18 August 2022, 22:52 | #125 |
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20 August 2022, 09:54 | #126 |
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20 August 2022, 15:06 | #127 |
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20 August 2022, 20:06 | #128 |
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20 August 2022, 21:00 | #129 |
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Thanks :-D We're digging up some niche stuff now! Want me to test Beast Busters? Assuming I can get hold of it of course.
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23 August 2022, 19:01 | #130 |
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23 August 2022, 22:21 | #131 |
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Thanks, added :-)
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24 August 2022, 19:37 | #132 |
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Miami Chase
Gulp! other two |
24 August 2022, 20:16 | #133 |
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24 August 2022, 21:01 | #134 |
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no problem
i'm just testing the ipf set in this period, for other reasons (in effect another list ) i'm posting here as soon as i encounter some matches, before i forgot... forever again there are surely more |
24 August 2022, 21:41 | #135 |
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24 August 2022, 21:56 | #136 |
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CD32 audio tracks added to games is the easiest option. Then you just need a CD32 or WinUAE to enjoy them...
I tried to add full fledged music (Lotus 1,2,3 tunes) to Supercars 2 AGA with sfx at the same time. It wasn't too bad. But I had to turn off the engine sound in that case. And rewire sfx replay to ptplayer (which can handle music & sfx at the same time). But I had access to the source code... Without source code, this is becoming rather annoying (I almost gave up finding the music replayer when I tried to adapt Marble Madness to CD tracks, but in the end that was worth it as the original music is so great)... Besides, not sure that anyone mentioned chipmem size, which is another reasons game made you choose between sfx & music. I was contemplating adapting Leander at some point. But the music is just always the same track... And also Unreal. Z-Out (with sunspire remixes) is almost done (the sfx are really killing the music, specially in level 2). I'm not too much into CD32 audio stuff right now. CD32 also allows to substitute original music with remakes. There's a superb remake of the Unreal soundtrack for instance. Mega lo Mania looks interesting too. |
26 August 2022, 18:30 | #137 | |
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Quote:
and i would add, sadly many didn't use at all whatever extra memory, if present i mean, also to have some extra like both music and sfx maybe? ------ other two Lollypop Wings of Death Last edited by kremiso; 26 August 2022 at 18:40. |
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26 August 2022, 18:44 | #138 |
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Cheers, though Lollypop was one of the original entries the list began with :-)
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28 August 2022, 16:13 | #139 |
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other two
Predator 2 Robozone |
28 August 2022, 17:04 | #140 |
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Cheers :-)
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