PT3.4r -> PT 2.1

ZXNet echo conference «code.zx»

From Alexej Antipov To All 26 June 2000

Saluton, All! Does anyone know how to get music compiled in PT3.4r to work? play under the player from PT2.1 (so that you can listen in ModernWord), or, rather, how to modify the Mouzon compiled with the player, so that when when running it from ModernWord, control was correctly transferred to the player from PT3.4r, which would play native Mouzon? The instructions for MW say that if you use music from other editors, you need the player started like this: #C000 LD HL,MODUL #C003 JP INIT #C006 JP PLAY In principle, the beginning of the player differs from 3.4r only in that at address #C003 (if compiled under #C000) is JR INIT instead of JP, respectively, JP PLAY is located at #C005 instead of #C006. Globally delve into the work of both players, at least using only STS (well, at least not MONS'a - :) ) to scrap, but no matter how I perverted it, redoing it, it doesn’t play and everything. Maybe someone will at least throw me the sources of both players with comments, as well as global instructions for PT3.4r, where in detail tells how this version differs from other versions of PT (or at least any, because there is none)? Or maybe you can somehow do without codes at all, maybe some converters is there, or can you somehow get it using the editor itself?music in PT 2.1 format (or PSC 1.06, which seems to be also ModernWord supported)? Sincere via, Alexej Antipov aka Marillio

From Vitaliy Shevchuk To Alexej Antipov 30 June 2000

/_Hello_/ /*Alexej*/! I remember once _26 Jun 00_ at *_23:15_*, *Alexej Antipov* composed a message for /_All_/ regarding /PT3.4r -> PT 2.1/ AA> Does anyone know how to get music compiled in AA> PT3.4r, play under the player from PT2.1 (so that in ModernWord you can AA> was to listen), or rather, how to modify compiled with AA> Mouzon player, so that when you launch it from ModernWord, control it AA> was correctly transferred to the player from PT3.4r, which would play AA> native Mouzon? The instructions for MW say that if you use music AA> from other editors, you need the player to start like this: AA> #C000 LD HL,MODUL AA> #C003 JP INIT AA> #C006 JP PLAY [skip] Compile the music to address #C100 and load it into memory, and to address #C000 write: ld hl,#c100 ; or any number jp#c100 jp #c105 And then save from address #C000, length = original+#100 (256)... And a telemarket... ;) /With best wishes/, /_Vitaliy_/ *aka* _SVV_. -*- /_Email:_/ *_svvsoft@chat.ru_* *OR* *_svvsoft@mail.ru_*

From Alexej Antipov To Vitaliy Shevchuk 7 July 2000

Saluton, Vitaliy! 30 Jun 2000 20:44:00, Vitaliy Shevchuk -> Alexej Antipov: VS> Compile the music to address #C100 and load it into memory, and VS> at #C000 VS> write: VS> ld hl,#c100 ; or any number VS> jp #c100 VS> jp #c105 VS> And then save from address #C000, length = original+#100 VS> (256)... Thank you, he seems to be singing now. Although I tried to do something like this, but for some reason it didn't work. Although 256 bytes is still a pity... -:( Now I would like to know how the music for branded English toys was written - like Hero Quest, Golden Ax, Robocop, Platoon, Neverending Story, etc., but it seems like they have the same player, we had another time where the disc was sold, where there was a beautiful player, and a bunch of music from branded toys to go with it. But here what kind of editor, weren't they coded manually? Sincerely via, Alexey aka Marillion.