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.