This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Iambian
Pages: 1 ... 6 7 [8] 9 10 ... 52
106
« on: July 17, 2013, 08:23:02 pm »
At the moment, the audio is simply four square wave channels. I have a way to put in a noise channel, but nothing that I know of is tracked to play that type of sound. That's what the tracker I'm planning will include the ability to put in.
107
« on: July 17, 2013, 08:03:01 pm »
Link modified in original post. Quick link here: https://soundcloud.com/iambian-zenith/audiotest2/s-q7HJzTo answer that question, at the moment, you'd have to ask anyone who created QuadPlayer music files. It's probably a pain since it's done PC-side, but seeing as people has done it, it's not as difficult as messing with hex values. Try downloading QuadPlayer and figure out how to make music for that. Once you do, it's as simple as copying (most) of the source into the test program (as it stands). I'll eventually throw together a way to play music external to the player
108
« on: July 17, 2013, 06:47:41 pm »
(Cross-posted from Cemetech) Over the past couple of weeks, I've been working on a four channel interrupt-based music player for use in assembly games. This program is for 15MHz+ calculators, so no, it won't work on normal TI-83+. Today, I'm proud to report that I've gotten more than just a frequency sweep test written. Today, I've got actual music to play. For this test, I embedded the source (almost verbatim) of the track "Same One (Bellon)" found with QuadPlayer, and wrote a small routine that feeds that information almost verbatim into the sound driver. After tweaking the frequency delays of the audio interrupt and messing with the tracker timing, I ended up with this: https://soundcloud.com/iambian-zenith/audiotest2/s-q7HJz(Note: The music is much cleaner on hardware. And when the computer trying to record this isn't struggling) More work needs to be done with the actual timing or file interpretation (or perhaps the source is at fault? I dunno.) and there does seem to be distortion in the sound at higher frequencies. For the sound linked above, the crystal timer for the sound driver is set at CPU (15MHz) / 8 with a delay count of 30 (which resolves to about 62.5KHz), while the timer for the music tracker was ... well.... guessed and tested until I found that it played it at a rate "close enough" to how QuadPlayer played it. At the mentioned rate above, I ran further tests to see how much of the CPU is actually taken by the audio interrupt. Using Wabbitemu, I got ~76.5% used, while on my TI-84+SE, I got ~74.8%. During tonight's HCWP, I'd like to distribute this test program to see what numbers other people are getting. I'm especially curious to see if the timings vary a bit more on TI-83+SE hardware. Another note: Since this an audio-only program, there isn't much in the way of screenshots, unless you like watching a blank screen for the current test, or a bunch of rapidly-changing numbers for the prior test.
109
« on: April 30, 2013, 11:41:23 pm »
Post indicating my appoval of this thread or something like that. Not entirely sure but I was asked to post something.
Right. Edit: Need info on fast algorithm for finding distance of a line given two coordinate pairs x,y
EDIT: Modification to this post has absolutely nothing to do with the topic. In fact, I was just looking for an old post that no one (should) notice to slip this file in as an attachment. Because other file hosting services suck. Shh... (NOTE: This file is source for an interrupt-based audio driver)
110
« on: April 16, 2013, 02:19:17 pm »
Minor progress being made with the project. Reworked the player bullet routines to be easier to work with, so geekboy can work more on Nanami's shot type. I'm finally working on the resource handler routines. Might tweak the idea around to support internal garbage collection or something fancy like that. The thing is already getting pretty fancy.
111
« on: March 23, 2013, 12:13:09 pm »
I'm glad that you're gonna continue this despite losing contact with the other guy. I also hope that the other guy is OK because from Cemetech posts he seemed to have severe health problems (physically). But yeah hopefully the rewrite makes it easier for you to finish the game. Will the overall game remains the same btw?
I hope Zera is okay too. The game will remain as faithful to the original ideal as I can possibly make it. Of course, there are gaps and I'm going to have to fill them however I can (missing dialog). This is awesome Iambian! I'm really glad you're working on this again. Also, care to expand upon this text scripting system? It sounds interesting.
The text-scripting system is pretty much what it was before plus a programmable component. It gets a couple command sets, 8 registers and a stack (SP is r7), and maybe any other bells or whistles I could throw into it. The point is to be able to code the entire event system and battle system in it. And maybe a few other things.
112
« on: March 21, 2013, 12:46:37 pm »
Doing yet another rebuild of this project. This will most (probably) definitely be the last time I do that. The changes include moving the game to a much more sane interrupt scheme, since it was insane to use a danmaku shooter engine to drive the grayscale to begin with.
As such, I'm retooling most of the other routines and putting together a text-script system that's about as feature-filled as it gets. Taking a page from Earthbound, I'll be putting much of the game in this system, which includes stat calculation and the battle engine. Because let me tell ya. It was hell to try to code stat calculation in assembly. At least this way, I'll be able to get through that part of the game with minimal fuss. Oh, and events! I ought to be able to code events in it too! It better be, cuz I'm not going to do it any other way.
So, in short, sorry you guys had to wait forever, and I'm sorry that you guys have to wait longer. Although I lost my contact with guy who wrote the story for this game, I should still have enough to finish the game.
Next up: Rewriting the tilemapper to be more... sane.
113
« on: February 19, 2013, 04:04:00 pm »
A semi-crosspost from Cemetech.
This project is nearing a releasable form. I've given a pre-release copy to geekboy, and posted a quick link to the download in both the Cemetech and Omnimaga IRC channels for quick testing, and I've found one thing out.
The SWT libraries that drive the interface will not work in a 64-bit JVM. I can think of a couple of solutions for this, but what would be the best one? I could... (1) Package the 64-bit SWT libraries and have the app choose which to load at run-time (2) Build two packages, one 32-bit and the other 64-bit. (3) Tell the user to download a 32-bit JVM if they're using a 64-bit machine.
Other possible bugs weren't found, since the only tester to report back told me he couldn't run the program on his 64-bit machine.
So far, the visible changes made to the packager since the last time I posted includes checkboxes next to the names of each file that lets you exclude files for packing. While that feature is next to useless if you have nothing but individual files, this is almost essential if you're putting in group files but need to exclude certain parts of it. (No, I will not add support for .tig files. You can use WinZip or your favorite .zip program for unpack those)
I've also finished up a working version of the Athena self-extracting installer. It works in a test case where I have the metadata file in the build, but now I need to get it so the packager can apply stub needed to make the output files self-extracting.
---- The .jar file is 1.92MB large, with less than 40KB of it being the code I wrote. Everything else is dependencies. I find this disgusting, but what can I do other than not use Java?
If you can think of any related utilities that might go well with this project, please suggest them.
114
« on: February 02, 2013, 01:33:16 pm »
Necropost.
After just over two years, I've decided to revisit this little project. The major change is the packager interface, which is now much more user-friendly. This time around, instead of having to mess around with file folders and batch files, all you have to do is drag and drop into the window and click the packager button to make your files.
This has already been done and the application can now generate data files that can be read by the original Athena installer. I haven't released this version yet because I'm still working on overhauling the installer so it has a far smaller memory footprint during installation (ideally, zero. Yes, it's possible). Along with this, I want to implement the ability to make Athena packages self-extracting.
That's going to take some doing.
EDIT: Added screenshots of the packager window. Win7 makes them look prettier than they should be. Illusiat 13 is being used here.
115
« on: November 27, 2012, 09:00:44 pm »
(1) Ask DJ_Omnimaga (the name I knew DJ_O by before he changed it) that question. Not sure if he's still around, but that's the historian you'd ask. (2) Omnimaga meme. Live with it and eat well. (3) Not sure, but I think it related to the drama that would happen in both the forums and the IRC channel. Sure seemed burned out, but again, that's a question you'd ask DJ_O. (4) Cemetech has one, but it's hidden behind their SAX chat widget. I think it was Omnimaga that followed suit with OmnomIRC. But ours is more obvious because it is more awesome.
Sorry I wasn't able to help much.
116
« on: November 27, 2012, 08:31:49 pm »
(1) Ask the person which one of the others would lie to me. The liar would point out someone else, and you can then use the person not picked to ask the second question to. The truthful person will pick the liar, but since there's only one, you will be guaranteed someone who tells the truth if you pick the unchosen one.
(2) Since the person you are asking this question to is guaranteed to tell the truth, you ask this person which gate will lead you out safely.
117
« on: November 27, 2012, 08:14:52 pm »
... how the hell did I function without AstroGrep? Also, lost my left arrow key along the way. Someone suggested that I replace it with the scroll lock key. Works now. EDIT: It's in CaDan because it's related to how I'm starting work on it again and how I'm not explaining it all. Oh, and I find the left arrow key to be incredibly useful in sifting through source files. It was only today that I replaced the key. For that reason.
118
« on: July 02, 2012, 08:35:52 pm »
*omnomnomnom* Refill please!
Well, bad things happened in Realm of the Mad God (lost my fully maxed wizard, geared with the best of the best), so I might just allocate more time to the calc community. No guarantees since that game is worse than WoW and crack addictions.
But first thing I'm gonna do is look over the vast amount of code that's been left unattended. I know I was working on stat calculations, so I should probably get a debug menu up and running that shows these stats and their calculations. While the menu system usage was well documented, the code that's behind it is a rather big mess. You wouldn't want to see it. So making a menu shouldn't be that big of a problem. The problem is going to happen when I try to do custom routines based off of ... well... not sure anymore, but I'm sure I'll figure it out soon enough. Hopefully, my Z80 skills hasn't slid too far backwards from months on end of mindless gaming.
119
« on: June 30, 2012, 11:32:11 pm »
Much work remains to be done before I can announce my total failure to make any progress.
Also, the cherry bowl is empty.
120
« on: February 25, 2012, 01:11:18 am »
Just to be clear, the pucrunch Axiom does not do any compression. All it does is decompress stuff. It is up to the user to use pucrunch to compress their data from the PC side of things.
The Athena Packager/Installer project does all compression PC-side, and includes a utility on-calc that does the decompression.
However, the idea that games should be able to do their own package management is a good idea, and should be included in the next version of Athena. I'll have to think about it.
Pages: 1 ... 6 7 [8] 9 10 ... 52
|