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Author Topic: Project 'RPG'  (Read 12735 times)

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Sergiusz L.

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Project 'RPG'
« on: November 16, 2006, 02:08:59 AM »

Ok I'm here  :-x

Well I can't get you details because I have no idea what details you want  :-D ... because ...

- I'm not a musician and I've used little a protracker for fun and it was 10 years ago ...really now  I don't remember what I've done on it  :-?  You must decide.


- "v3 or 5 octamed file" well I don't remember what was that  :lol: however I've looked into manual and it's says "AMOS can handle only MMD0 and MMD1 modules".
I think I never do anything med.

- "if you decide to call the .med library directly"
well I didn't do that... because I've rather used protracker modules... so I don't know how do that (not yet)

- give me your email I will send you a music what kind I want to hear (it can be read by 'Deliplayer')
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Hungry Horace

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Re: Project 'RPG'
« Reply #1 on: November 16, 2006, 07:07:38 PM »

ok, on that basis... i will go with MMD1 (which i believe is octamed v5) - i've never had trouble with AMOS playing any of my MEDs anyway.

the other detail i wanted was rather for the ingame music... how many channels do you want left free for SFX? just the one? or two?  if two, then i may employ more use of loops than originally intended (as is done on IK+)

i think it would be interesting to together look into calling the MED library directly. (since this would imho be a useful thing to have posted for anyone to use in this Forum) i will dig out some Octamed documentation, have a look and post a link up here. The AMOS MED commands are somewhat limited. (in that they are "load" "play" and "stop" lol)

my email is horace_and_the_spider_@_hotmail.com

take out the _ 's, only i am trying to avoid the robots from spamming me!

i have deliplayer (although imho the MED player is not 100% accurate!) so any reference stuff you want to send will play fine :)
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Sergiusz L.

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Re: Project 'RPG'
« Reply #2 on: November 17, 2006, 12:21:44 AM »

..back

"how many channels... " hmm ..  good question :-D
I wasn't thinking about it before. Well in this moment I have no idea.. so let's put out the ingame music for this moment. We will back to this later... but i relized one thing :

did you notice any Rpg with music during playing ? (because I don't remember any...but I wonder which have )

Let's focus on the title musics first...

yeap I think we will have to examine MED details...

Ok tomorrow I will send you music for example.



-----
I've looked into your's brother piece of "BW" and it scared me... :-D it's very similar to my early style programming.
But now I have other ... first I'm planning on paper then writing.
AMOS is really not too fast so these procedures are not effective in that kind. I hope my idea will works better
:-?
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SamuraiCrow

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Re: Project 'RPG'
« Reply #3 on: November 17, 2006, 01:08:04 AM »

If you decide to use Med for your music playback library you should be able to make a four-voice MMD2 and use it with the latest Medplayer.library from the Aminet if you wish.  Amos shouldn't care what version you use as long if it is newer than the one that came with AmosPro.  Also, if you wish to use the Med library in a commercial or shareware product you should get permission from Ray Burt Frost Software first.
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Hungry Horace

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Re: Project 'RPG'
« Reply #4 on: November 17, 2006, 02:13:16 AM »

thats a good point, hadnt thought about the updated medplayer lib. (doh!!) no wonder i've had no problems!

anything i make will be freeware for sure. i know theres still octamed on the PC (which is rubbish imho) but i cant beleive permission is still needed! almost as bad as Ultimate not releaseing their ZX speccy games!

sersoft: perhaps when your RPG is done, we can use the core of it to make a new version of Bloodwych? ;)


edit: Captive 2 had music during gameplay, although i only played the CD version, i cant be sure about the disk edition.
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SamuraiCrow

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Re: Project 'RPG'
« Reply #5 on: November 17, 2006, 04:08:47 AM »

RBF Software doesn't usually charge anything for a commercial licence becuase most Amiga development houses couldn't afford to pay it anyway.  You just have to ask permission ahead of time, that's all.
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Sergiusz L.

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Re: Project 'RPG'
« Reply #6 on: November 18, 2006, 05:34:39 PM »

"... if it is newer than the one that came with AmosPro. "
what do you mean  Samurai ? Is there any problems with it ?
What kind ?

Horace well... at the beginnig I wanted to create Dungeon Master/Black Crypt clone. When I almost finished graphics for this ... it happend  :evil: .. my PC get burned (well my Codegen power supply didn't stand 20h/day working. I was fucked ..cos I didn't any copies !!!! what a stupidity! ... months of drawing get lost. I was mentioning about it over year ago in this forum...

But I've decided to try again from beginning.. so I've chosen HiredGuns clone in this time because I'dont want to be bored by drawing again same tilesets... and current graphics is much better then at my first time.

I've never played Bloodwych because of it's poor graphics but I think making clone of Bloodwych with same graphics as original have no sense. But we can think about something new with elements of BW.

Ok I will check Captive ..


---
Ofcourse this medium project will be freeware but next may be much much bigger and be shareware ...we will see
« Last Edit: August 06, 2007, 10:44:58 PM by FOL »
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SamuraiCrow

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Re: Project 'RPG'
« Reply #7 on: November 19, 2006, 06:20:04 PM »

The only thing wrong with the version of medplayer.library that came with AmosPro is that it doesn't support MMD2 modules.  There is a version on the Aminet (which seems to be down at the moment) that will play all 4-voice MED modules including the new ones from MED Soundstudio.
« Last Edit: August 06, 2007, 10:45:10 PM by FOL »
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Sergiusz L.

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Re: Project 'RPG'
« Reply #8 on: December 03, 2006, 02:57:46 PM »

Hi again

Samurai can you give me best site where I will find specification of 'MMD2 used in Amos' or any information about it?



HungryHorace
Hello I will send you file today (finally i get back this cd..). However It will be long way to finish anything ...
I had to change palette and must redraw all graphics .. damn ! :-?



---
I'll be lurking around  :-)
« Last Edit: August 06, 2007, 10:45:19 PM by FOL »
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SamuraiCrow

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Re: Project 'RPG'
« Reply #9 on: December 04, 2006, 02:00:46 AM »

OctaMed6Demo comes with the player libraries.  I'm not sure if there are any newer than the ones that come with the OctaMed 4 package.  If they support all OctaMed 6 modules, they should be new enough to play all 4 voice Med Soundstudio files.  (As long as they don't use mix mode and therefore promote to MMD3 format.)

In order to use them from Amos you should be able to use Aminet/Libs/medplayer.library from this archive and have the commands for playback used transparently since the library should be backwards compatible.

This archive contains more documentation about the file format and some linker files for GCC but doesn't seem to have the playback libraries included.

If the library version in the first archive is no newer than the one included with AmosPro then we might be able to ask Ray directly from the Med Soundstudio Yahoo group if he has the libraries for MMD2 playback.
« Last Edit: August 06, 2007, 10:45:31 PM by FOL »
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Hungry Horace

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Re: Project 'RPG'
« Reply #10 on: December 04, 2006, 02:51:30 AM »

i would only ever use normal amiga 4-channel MEDs in anything i do anyway. i enjoy working to the limitation, and feel you need a really good amiga to get anything listenable out of the multi-channel modes.

the med library i have must be the one from Soundstudio, and i can always send you that if its needed? (that would support MMD2) - but i would bet good money on the one in the octamed 6 demo being fine.


i never did find a solution to closing the MED library in AMOS. i have worked around it now by converting my wanted MED to MOD, but its not preferable, as AMOS doesnt seem to pick up command-line tempo settings properly, chosing to play all my tunes too slow. I over-cranked up the tempo in protracker, and it seems to act as a crude work-around! sadly, this woudnt work well for anything which was loop-based, as that would be very tempo-specific.
« Last Edit: August 06, 2007, 10:45:39 PM by FOL »
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SamuraiCrow

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Re: Project RPG
« Reply #11 on: December 04, 2006, 04:03:14 PM »

Don't ever use the Amos Tracker commands directly since they sometimes load the module into Fast RAM by mistake.  Instead download the AMCAF extension and use its loading and Protracker playback facilities instead.  (Just remember to use a negative bank number to load it into Chip RAM.)
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Hungry Horace

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Re: Project RPG
« Reply #12 on: December 06, 2006, 10:40:03 AM »

err.. my programs not exactly memory-efficient, or being made to work on a low spec... i dont really have a problem with it going into fast-ram!!

thanks for that though, i will give it a look.

any other cool extensions you know of?  Ercole (sp.?) is pretty cool. letting you access the parallel port joysticks and two extra fire buttons!  (i wish the CD32 pad reading was   made into a proper extension like that)
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SamuraiCrow

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Re: Project RPG
« Reply #13 on: December 07, 2006, 04:40:33 PM »

I forgot to mention that the protracker player in the AMCAF extension will fix your tempo change problem.  I think Track Play uses the video blanking interrupt.  (Thats equivalent to timing the music with Wait VBL commands.)
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SamuraiCrow

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Re: Project RPG
« Reply #14 on: December 07, 2006, 06:31:58 PM »

Here is the link for the OctaMed Soundstudio player libraries and documentation of file formats that I was looking for before but couldn't find.  (Maybe next time they upload this they can change the filename so that MED actually appears in it.  :-P )
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