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Old 17 May 2006, 21:02   #1
FromWithin
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My old sound effects players source

Seeing as there have been asm discussions abound recently...I thought I post my old Psygnosis source code.

Here, you'll find MCPsygnosisSource.zip

Inside there, you'll find:
  • PlaySound.s
    This must be one of my first ever bits of code. It plays a sample.
  • PriorityPlayer.s
    The first bit of proper assembler I ever wrote. I did most of it on the train into work. It was to be used in G2, so it references all of the sound effects from that game (the actual samples of which I've probably long lost). I was just a game evaluator at the time (I'd only started there a couple of months before). It was one step up from a game tester, but my actual plan was just to be in the office when any new games came in so I could say "I'll do the music!". I did the Bill's Tomato Game music as a freelancer while I was at college. So I did the fx for G2, and then they asked "How do we play them?". Pride took over, and so instead of saying that I didn't have a clue, ask your programmer, I sought out some 68000 docs and wrote this over a couple of weeks. It's a priority-based player, so you give each sample a priority so that when a sound is asked to play, it will play only if a sound of lesser or equal priority is currently playing.
  • MusScale.i
    Equate to convert musical note names into Amiga pitch values. It's needed for all subsequent players.
  • WizNLizFXPlayer.s
    The complete sound effects for WizNLiz in one nice compact file. The reason I wrote this is contained in the file itself. This is the very first version, but it got improved for subsequent games.
  • BrianLionFX
    Complete sound effects for Brian the Lion. Based on the WizNLiz player, but a bit better. Samples are included as data in the source files.
  • LAHplayers22.s
    More of the same. This time with a few bytes shaved off the player code, and a protracker player included. If you look at the Last Action Hero music (any files with the "-shuffle" suffix), you'll see how I re-organised the music data so that the least important sounds are on channel 3 (counting from 0). Thus, you barely notice any of the music cutting out when a sound effects plays.
  • FXPlayer-anychannel.s
    Same as above, but can play sounds on any channel instead of being hard-coded for channel 3.
  • FXplayer.doc
    Instructions for the above players. I sent the player to Kevin Collier to use on Dracula, so I wrote this to explain how to use it. He said it was too complicated and it wasn't used on that game. Reading it now, it does read as if it's really complicated, but it's actually pretty easy to use. I'm much better at writing techical docuentation these days.
  • Game1-2.s
    Not sure what this is. Thought I'd include it anyway. I think it's the start of a Jet Set Willy-type game I was going to write. Might be useful for beginners, seeing as I was a beginner at the time.
  • readme.txt
    Just a copy of this text.

Feel free to download it, read it, assemble it, ask questions, rip it to pieces etc...
Attached Files
File Type: zip MCPsygnosisSource.zip (81.5 KB, 417 views)
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Old 17 May 2006, 22:27   #2
blade2565
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Thanks might come in handy when I start coding again....
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Old 17 May 2006, 22:57   #3
ant512
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It should definitely come in useful for me. Thanks!
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Old 07 December 2010, 21:50   #4
Lonewolf10
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Thanks. I have downloaded the file and will check it out over the next few days


Regards,
Lonewolf10
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Old 08 December 2010, 07:24   #5
zenox98
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Many thanks.
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Old 09 December 2010, 22:43   #6
8bitbubsy
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You forgot B3 in MusScale.i which is 113 (the highest note possible)

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Old 10 December 2010, 14:56   #7
h0ffman
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Quote:
Originally Posted by 8bitbubsy View Post
You forgot B3 in MusScale.i which is 113 (the highest note possible)

Can you blame him? Paula dont half screech that top note out.
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