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K.. Here's a list so far: (also for music I need 2 seperate streams for crossfading, and for sounds I think 16 different streams)
Note: music channel is the channel it effects of music (0 or 1 since I asked for 2 above ;))
Here's a first list, Multimedia:
Display-Bitmap (gfxDisp) - 0-100% X val, 0-100% Y val (integer vals for speed), BITMAPDATA - Shows Bitmap on the Screen, X+Y are centre values, but cannot display off-screen (0% is the max left it can go without going off screen, 100% is the max right, etc.)
Play-Music (musPlay) - Looping (0/1), MusicType [0 (MIDI)/1 (MP3)], music channel (0/1), MUSICDATA - Plays a music that loops or doesnt
Volume-Set (volume) - 0-100% volume level, music channel (0/1) - Sets volume
Fade (musFade) - startVolume 0-100%, endVolume 0-100%, msFade LONG INT, music channel (0/1) - StartVolume & EndVolume are self-explained, and msFade is how many ms it takes to fade it.
LoadMusic (musLoad) - MusicType [0 (MIDI)/1 (MP3)], MusicName CHAR*40 - Loads an MP3/MIDI from the resource file (a big file like the MPQs in diablo) - returns a MUSICDATA.
ReleaseMusic (musDelete) - MUSICDATA - Destroys the music.
LoadGraphic (gfxLoad) - BitmapName CHAR * 40 - Loads a graphic from the "resource file". - returns a BITMAPDATA.
[/b]ReleaseGraphic (gfxDelete)[/b] - BITMAPDATA - Destroys the bitmap.
There are some I've just thought of, and here is a (hopeful!) example. I don't know how you're handling strings of chars and such, the *'s are how many there are (can be!) in the strings.
Code:
push "BitmapOne"
int gfxLoad
pop bo
popa
push 0
push 0
push bo
int gfxDisp
If Zaei does chars it would probably be like this... Also a quick multi-media example.
Code:
push 0
push "MenuMusic"
int musLoad
pop mm
popa
push 75
push 0
int volume
popa
push 0
push 0
push 0
push mm
int musPlay
Those two examples would show "BitmapOne" at 0,0 X &Y on the screen, and play the MIDI menumusic at 75% volume, on stream #0 (1 actually)...
If it's not I'd like to know why ;)
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Strings will probably be handled by the preprocessor.
"push "Hello"" would push the individual ASCII codes one at a time, followed by the length. Instead, I would suggest, at least for media, using HANDLEs again, using "equ". Also, in your code, there isnt much reason to use "popa". Usually the interrupt function will clean the stack. Second, Push will only take a variable. You will have to "mov aa 0\npush aa" to push a 0. I know it seems like a pain, but thats how I did it.
It sounds like you want me to create a .pak file sorta system =). Ill try, but it may take a while. There are bunches of stuff ahead of that =).
Ill see if i can get my hands on FMod.
Z.
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damn this looks complicated :D documentation would be a must have if/when this is released.
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You better believe it! I should probably get that going, huh? =). How is the OGL stuff coming along, Psy?
Z.
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Hey guys you know you aint getting rid of me yet...he he he
Well I have the cakewalk program..even though I know nothing of music Im not tone deaf..
How can I help
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Norman, I need some more concepts ASAP. As for the music, you may give us any feedback and critisism you want. That's the way it works. You complain, we improve.
So...Sas, yopu never answered. What kind of an ensemble do you want the compositions to be for? Full orchestra with flutes, strings, clarinets, horn, timpani and the whole package or a chinese ensemble or what? POlease say the orchestra! :D
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Real Igor - Orchestra. Once again, that's the very first copy of my song... Think of it as a techno remix ;)... It's of course going to be coverted to having flutes, harps, harpsichord, etc but I find it easiest to do it like one or two full-out instruments (to notice subtelty), in this case I picked an electric guitar and bass... Also the next one will have a very subtle tune, and the one after that having a drum march thing going... this first one's for the menu, and title screen, etc. and the 2 other ones will be a 'ToW overture' and some good ol' battle music >=)
What do you mean using EQU? Like having a 0-65535 and having them as the music handles? I would like to be able to search for the songs using strings, etc, it would make it a lot easier...
hmmm maybe I'll learn ASM after ToW ;)
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Itll take some modifications to the script engine, but ill see what i can do. Sas, Go to www.propellerhead.se , and check out the Reason demo. Also, if you guys can get me a bunch of samples, I have SoundForge and Acid Pro, so i can do some music as well.
Z.
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Assembly!
Yay! Assembly! It's so cryptic and fast :)
Code:
fild DWORD PTR _ivalue$[esp+16]
fmul DWORD PTR __real@4@3ff78080808080808000
fmul ST(0), ST(1)
fmul DWORD PTR __real@4@4006ff00000000000000
call __ftol
xor ecx, ecx
test eax, eax
setge cl
neg ecx
and eax, ecx
cmp eax, 255 ; 000000ffH
setle dl
neg dl
and dl, al
cmp eax, 255 ; 000000ffH
setg al
neg al
or dl, al
mov BYTE PTR [edi+esi], dl
inc esi
cmp esi, 256 ; 00000100H
mov DWORD PTR _ivalue$[esp+16], esi
jl SHORT $L18037
mov edx, DWORD PTR _ialpha$[esp+16]
add edi, 256 ; 00000100H
inc edx
cmp edi, OFFSET FLAT:?alphaTable@@3Uf2table@@A+65536
fstp ST(0)
mov DWORD PTR _ialpha$[esp+16], edx
jl SHORT $L18033
pop edi
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Sastraxi, do you have a later version of the midi available? If so, could you post it?
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Heh so Janus you decided to post... about what I don't know =)...
Yes I do have a new version of the MIDI available, it's pretty much the same except, well it's now 3 segments of the same thing instead of 2... and I have some drum rolls in there ;)
I'll post it once I put the finishing touches on ;)
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Anyone know where I can find some good loops to do some music? Then I can play around with FMod, etc.
Z.
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Music
I'm uploading some music I've made with acid up to:
http://www.rpgmaker.net/janus/music/
Some of it is looping.
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FMod - I have a VB wrapper for it, pretty cool stuff that (thanks to janus for that one ;))
And also Janus you still havent sent me your graphic DLL just thought I'd remind you >=). And it says that dir is private ;)
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I've got a copy of Rebirth as well. Although i've never done anything very good in it.
Z.
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damn
this is the was day i have ever seen 4 planes hijacked, 3 buildings down. thats nasty. all i have to say is i want a peace of whoever did.
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I agree what's happened is terrible...
Wazupguys, where have you been...? Are you still on the team? I'm not exactly sure anymore...
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What happened yesterday is a catastrophe. A disaster. My condolances to all who's families and friends are gone. If it is this Bin Laden fellow, don't you worry, your ass is a gonner, man!
Now, to the team. More excuses. I'm sorry I have'nt been able to complete nothing in a very long time. I apologize for that and will attempt to do some models in the weekend. I have EXTREMELY much work, not only on this project, but in real life too :).
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1 Attachment(s)
Ok, I've fooled around with your music example, Sas. It did'nt turn out too good. However,I've also played around with your set (the guitar, I've switched it to a Jazz guitar instead of distortion, and the SciFi sound, I've changed to Strings) and made something completely different :). It sounds a little like Rhapsody if you've heard f it. However, here it is. we probably cannot use it though. Listen to it, and you'll find out...
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Mine sounds a lot different 'cuz I have WinGroove which is almost orchestral quality (if you can get that in a MIDI ;))
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You took my theme and made it good! That's what I was originally suggesting from the start...
Let's do this again ;)
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Amazing, Real Igor! Amazing...
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And what was the reason we cant use it...?
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I presume you heard the whole midi. It's something new I made up laer on the track. It's a somewhat Symphnic Heavy Metal. I'm planning to increase the number of different instruments so I can use horns, trumpets(though it sounds incredibly ugly), timpanis, flutes, pherhaps, and deffinately some more strings. A cello, I guess and maby (just maby) a piano. Then I'll use the guitar, the flute and if it's the case, the piano as a solo instrument, + maby a few bass solos. But you think we can use that last part? It's a little...overwhelming, don't you think??
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Heh, I know what you mean, Igor. I just finished 5 writing assignments due tomorrow >=). I will try to get some work done and stuff, tell me what you want me to work on.
Z.
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sas
ummm yeah im still on the team if u need anything done.
can someone get me the music in .wav or .mp3 which ever is better for u.
sas what do we have so far.
if they dont find him before i turn 16 im going to were ever he is and blow him up.
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I think it's perfect... (on my soundcard anyways though i cant give an MP3 cause it's too big ;)) ... other than the fact that it only features the actual "theme" once (pronounced anyways, I heard it at volume 1 [of say 100] in the very beginning, I just think it would need to have that piece more in it, seeing as it actually is the "theme" as I mentioned earlier in the post... ah, I think thats it for now, Psy how is the engine modification to OpenGL going?
That's basically it, though once you can get the engine to run a DScript file I will be happy ;)
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Thats the beauty of the scripting engine. Just set some interrupts, and it works perfectly. No engine modifications needed, period.
Z.
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I'll write a file format for our package files, resource.twp (Times of War Package)..
I hope you like using binary
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And an addition to that, I'll look into some compression algorithm but I cannot guarantee any good results with it... those that're compressed will have a .ctp (Compressed TOW Pack) extension. Either that or they will have the first bit set to 1, and the uncompressed will have it set to 0.
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I love Binary mode =). Change bit to byte, though. Set Byte one of the file to 0xFF, for compressed, and 0x00 for uncompressed. And hey. Lets use the capabilities of Win32, and call them *.package =).
Z.
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Why not, that's a good question... Why do you want me to use bytes 'stead of bits?
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Ah just noticed that I have started to use bits already, hmmm I'll keep on with that... the Chr$() function will change my byte numbers to actual bytes correct?
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Okay I've got a basic program that can take file paths, or data in a text box and adds it to the package file when you create it.. it also adds a 10 character header at the start, as well as with every file. It also has 3 header codes for the file (bytes) making 16.7 million different files possible to be in one package ;). This sample one I made is 89 bytes...
Code:
TowPckTestÿÿÿ¥«VMONGROLS!! ÿÿÿThe-Mongrol-Horde-Is-AttackingÿÿÿCRYSTALRAINUSAGEONLY
Okay I know it's stupid, but here's a breakdown... The leading space means no encryption is used (ASCII 0) TowPckTest is the head name of the file, the three ASCII 255 chars (ÿ) are used to seperate sections. Then you get ¥«V, which is the three-code header bytes for this file that is packed in here. Then you've got the message (the mongrol horde is attacking), the size of the message (so small that all 3 bytes are below 32 ASCII). Once again we have the seperator, and this is the end of the file. You'll notice CRYSTALRAINUSAGEONLY. This will change to an encrypted format, but I'll have to email you the details of this seperately.
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Careful, Sas. ASCII 0 is not a space, its a non-character. Nothing will show up =). Umm, the format looks good. Send me the encryption thing you have set up, and Ill see what I can do with it.
Z.
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Oh I know already too much about ASCII 0 with my ID3 tag endeavours.... It deletes a character or does an action similar to that when it's in a label, causing things not to appear :/
Anyways the file format looks like that now, I'm going to try to create an encryption method, with a key.
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Presenting key-encryption... but it's really quick and dirty, could be cracked in no-time by a hacker but do we really need to prevent this..? Anyways..
Code:
ÿ ÎéñÊÝåÎßíîyyé&ÐÇÉÈÁÌÉÆÍ››zzzzzÎâß§Çéèáìéæ§ÂéìÞß§Ãí§»îîÛÝåãèáxxuu›ºžŸ½Ì§Å¿ÓŸžº››º½¿ÌÎÃÀÿ¾Ðº›
It's the same message, except it has a different end signatures, and slightly different pieces that represent the starts and ends of a segment of the file.
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hey guys,
I'm thinking that im going to have to leave the project. At the moment i am going through an important year at school with exams that i need to do well in so there is work for that i have to do. Also i am wokring on a Hitman Codename 47 game editor to be released on the Hitman 2 cd, this is very important and so with that, school work, and socialising :P i cant work on this anymore.
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Unfortunate News, Psy. I am sure we are all sad to see you go. Stop by around here every once in a while, and drop us some tips, ok? Best wishes...
Z.
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That's really terrible news Psy, i'm sorry to hear it. I'd just like to ask one thing before you go though, that is to take a listen to Real Igor and I's MIDI composition above... And please dont hesitate to comment or anything on ToW.