0 Members and 9 Guests are viewing this topic.
I hope that axe supports 4-layer(?) sound like quadplayer.(Or is it possible already and I just don't know how?)
HoMM: [==--------] Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :PtiDE: [----------] Explored and understood the main part of the code: just started writing a Tokenizer.
well, just don't try it. I'll just only get you disappointed, I think...
Quote from: LordConiupiter on October 30, 2010, 06:50:56 pmwell, just don't try it. I'll just only get you disappointed, I think...Well if we don't bother trying anything just because it may not work, we would never have seen Axe Parser, TI-Boy SE, Ndless and Geometry Wars for the calculators. This attitude was common in the community back in 2001-07 and nothing was getting done. Even if the end result is a failure, it doesn't hurt to try in the first place.
Somebody made a "Guitar Hero" type game a while back (with, if I remember correctly, 2-bit sound), so it's not out of the question to do sound and other stuff at the same time. It's not easy, but it can be done.For many games, it might be acceptable to freeze the action for a few tenths of a second (or display some simple animation while playing a sound effect.) And with programmable timer interrupts on the SE, you could play simple sound effects in the "background", fairly effectively. You'd just have to be careful to base your frame rate on a separate, consistent time source (e.g., the port 3 timers or one of the other programmable timers.)
Quote from: FloppusMaximus on October 31, 2010, 06:59:05 pmSomebody made a "Guitar Hero" type game a while back (with, if I remember correctly, 2-bit sound), so it's not out of the question to do sound and other stuff at the same time. It's not easy, but it can be done.For many games, it might be acceptable to freeze the action for a few tenths of a second (or display some simple animation while playing a sound effect.) And with programmable timer interrupts on the SE, you could play simple sound effects in the "background", fairly effectively. You'd just have to be careful to base your frame rate on a separate, consistent time source (e.g., the port 3 timers or one of the other programmable timers.)Calculators can't have sound, so guitar hero wouldn't be as cool.HOWEVER, I'd like a game which interface it's just like Guitar Hero
Quote from: ScoutDavid on October 31, 2010, 07:00:24 pmQuote from: FloppusMaximus on October 31, 2010, 06:59:05 pmSomebody made a "Guitar Hero" type game a while back (with, if I remember correctly, 2-bit sound), so it's not out of the question to do sound and other stuff at the same time. It's not easy, but it can be done.For many games, it might be acceptable to freeze the action for a few tenths of a second (or display some simple animation while playing a sound effect.) And with programmable timer interrupts on the SE, you could play simple sound effects in the "background", fairly effectively. You'd just have to be careful to base your frame rate on a separate, consistent time source (e.g., the port 3 timers or one of the other programmable timers.)Calculators can't have sound, so guitar hero wouldn't be as cool.HOWEVER, I'd like a game which interface it's just like Guitar Hero That's what we're talking about, though. Sound on calcs with Axe. There already are a lot of programs with sound on calcs, but you just need to find earphones to match.
Calculators can't have sound, so guitar hero wouldn't be as cool.
Quote from: ScoutDavid on October 31, 2010, 07:00:24 pmCalculators can't have sound, so guitar hero wouldn't be as cool.Yes they can?