Author Topic: Axe Guitar Hero.  (Read 12291 times)

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Offline Deep Toaster

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Re: Axe Guitar Hero.
« Reply #45 on: December 21, 2010, 10:00:37 pm »
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?

And that one song...
« Last Edit: December 21, 2010, 10:01:50 pm by Deep Thought »




Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #46 on: December 21, 2010, 10:28:57 pm »
Oh, great idea.  I currently am using 3 bytes per note.  I can reduce the size in a heart beat but i don't want to bother remaking my test song.

Can axe work with 2 bits, or would i have to work with 2 one bits?

I was thinking for the layout:
Byte 1:  The note
Byte 2:
*Bits 1-2: Key for expert difficulty.
*Bits 3-4: Key for hard difficulty.
*Bits 5-6: Key for medium difficulty.
*Bits 7-8: Key for hard difficulty.
byte 3:  Length of the note.
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Axe: 1.0.0
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Offline Builderboy

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Re: Axe Guitar Hero.
« Reply #47 on: December 22, 2010, 02:13:20 am »
Ah you would have to work with 2 one bits unfortunately.  And how many Key's are there going to be?  With that setup it would be 3 per difficulty since you only have 4 states: 00 01 10 11, and i assume one of them has to say when the note has no corresponding key?

EDIT: Might i suggest another method of storage?

Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)
Byte 3:
   0-1:key
   2-3:difficulty
   4-7:length

difficulty specifies the difficulty at which the note starts appearing.  If the number is 00, it is found in easy through expert.  If it is 01, it would appear in medium, hard, and expert.  If it is 10, hard and expert.  And if 11, only expert.  As for length, i shortened it to 16 max spaces to save space, but if you want to have it longer you could add it in and chose to decrease the note bit length as compensation.
     
« Last Edit: December 22, 2010, 02:19:38 am by Builderboy »

Offline DJ Omnimaga

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Re: Axe Guitar Hero.
« Reply #48 on: December 22, 2010, 02:50:44 am »
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?

And that one song...
Rickroll? :P

Offline JosJuice

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Re: Axe Guitar Hero.
« Reply #49 on: December 22, 2010, 03:23:43 am »
EDIT: Might i suggest another method of storage?

Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)
Byte 3:
   0-1:key
   2-3:difficulty
   4-7:length

difficulty specifies the difficulty at which the note starts appearing.  If the number is 00, it is found in easy through expert.  If it is 01, it would appear in medium, hard, and expert.  If it is 10, hard and expert.  And if 11, only expert.  As for length, i shortened it to 16 max spaces to save space, but if you want to have it longer you could add it in and chose to decrease the note bit length as compensation.
     
This might make note charts harder to make. Notecharts for lower difficulties aren't just versions of the Expert notechart with some notes removed - they're entirely different charts with notes moved around. There are notes that are played only on Easy and not any other difficulties, and other similar situations (on the higher difficulties, the note might be played slightly later/earlier, on a different fret, or something else). The length also needs to be different across difficulties.

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #50 on: December 22, 2010, 05:56:04 pm »
Ah you would have to work with 2 one bits unfortunately.  And how many Key's are there going to be?  With that setup it would be 3 per difficulty since you only have 4 states: 00 01 10 11, and i assume one of them has to say when the note has no corresponding key?
poo i forgot about that.


Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)

I have the note actually pointing to a location in the memory. so it only requires  7 bits.  (currently just using a byte.)
this was one of my ways to keep the size down.

I would like 6 bits to work with not length though.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
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____________________________________________________________

Offline jnesselr

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Re: Axe Guitar Hero.
« Reply #51 on: December 22, 2010, 06:02:59 pm »
I never thought that music storage like this was so complicated. Why not have a queue type thing that absorbs songs based on their difficulty. So, you have the entire song, but in the queue is only the version that you are playing.

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #52 on: December 22, 2010, 06:07:08 pm »
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
* happybobjr intends no rudeness as he can see that it might seem so.
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Offline jnesselr

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Re: Axe Guitar Hero.
« Reply #53 on: December 22, 2010, 06:08:08 pm »
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
* happybobjr intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

Offline Munchor

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Re: Axe Guitar Hero.
« Reply #54 on: December 22, 2010, 06:12:02 pm »
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
* happybobjr intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

1024bytes?wow, that would be large, but useless. I recommend having >1 appvar, but small :)

Offline jnesselr

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Re: Axe Guitar Hero.
« Reply #55 on: December 22, 2010, 06:19:17 pm »
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
* happybobjr intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

1024bytes?wow, that would be large, but useless. I recommend having >1 appvar, but small :)
Yeah, 1024 bytes was a HUGE exaggeration.  In reality spending 5 bytes on sound would be a bit much, IMO.

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #56 on: December 22, 2010, 06:41:18 pm »
It is extremely possible for 4 bytes. but we are just so close to 3...
School: East Central High School
 
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Offline jnesselr

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Re: Axe Guitar Hero.
« Reply #57 on: December 22, 2010, 06:48:09 pm »
It is extremely possible for 4 bytes. but we are just so close to 3...
I guess if you didn't have to deal with difficulty, it would be easier.

Offline Happybobjr

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Re: Axe Guitar Hero.
« Reply #58 on: December 22, 2010, 06:51:28 pm »
so much easier.
It only takes two bytes right now.

I have been wondering about more than one sound at once.  ie. alternating the note after the precision.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline Munchor

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Re: Axe Guitar Hero.
« Reply #59 on: December 22, 2010, 06:52:32 pm »
so much easier.
It only takes two bytes right now.

I have been wondering about more than one sound at once.  ie. alternating the note after the precision.

1. Does stereo work a.t.m.?
2. Can you send me the latest file please?