Description of the PT2 format and other formats...

ZXNet echo conference «music.zx»

From Robus To All 7 November 2006

Hello, All Having finished the trial with PT3, I would like to support PT2. It would be the same sooooo interested to get a description of ASC. Since the ASC to PT3 converter is not converts very correctly. Some Dreamer tunes, just are distorted. And in general, it’s very interesting to get a description of all kinds of formats... Share, who can?

From Vyacheslav Kalinin To All 7 November 2006

Hello Gibson Gib> I advise you to contact Sergei Bulba... Gib> he seems to have a lot of experience in this matter... Yeah, I saw a description of pt2 on his website, taken from an old press.

From rasmer To All 7 November 2006

Hello new art I advise you to visit Vitaminych’s website - (CLICK HERE [http://zxdocs.fatal.ru]) You can find many descriptions of all kinds of formats here....

From Robus To All 8 November 2006

Hello new art new> Yeah, I saw on his website a description of pt2, taken from an old press. Thank you, I’m already trying to look... It’s true that I have a problem remembering the site... But I’ll find it ras> I advise you to visit Vitaminych’s website - (CLICK HERE) there are many descriptions ras> all kinds of formats can be found here.... Yes, but what is needed is not loaded... However, thanks... -+------ It turns out that almost all PT3 are different from each other. Everyone has their own glitches. HORROR !!! I'm trying to configure the player for one PT3, but in another everything changes!!! I ran into a problem... There is a tightening, the effect is 3xxx. If sliding happens upward, and at the same time select an ornament with some offset, then that’s it RT3 is buggy in different ways. One gurgles like crazy, the other begins to squeak. Vortex Tracker just starts distorting the sound. According to the rules you need: (value ornament)*(2^(1/12))*(frequency). Of course, everything in the players simply adds to note the value of the ornament and do not care about the quality. This is where a lot came from glitches. I'll try to figure out how to do it through multiplication... Maybe someone has are there other ways to solve slips???

From Vyacheslav Kalinin To All 9 November 2006

Hello Robus Rob> HE... And Mason is already playing everything... All that remains is to make blocks and all sorts Rob> little things. If this is an editor for PC, then please do it not for DOS. Setting up SDL/HGE takes 5 minutes.

From Robus To All 10 November 2006

Hello new art new> If this is an editor for PC, then please do it not for DOS. new> Setting up SDL/HGE takes 5 minutes. Sorry, but it's back under DOS, in the good old Real-Time and One-Frame style. Sound is not difficult to use, but a high-quality interface will be immediately available require large resources. I need it to work on the 266th and I need nice interface. Yes, and I write under WIN only for work. Sorry, but everything is okay DOS. And this is not a problem, a simple SB music card and under any Windows starts.

From psb To All 10 November 2006

Hello Robus Rob> is a simple SB music card and runs under any Windows. but not everyone has this, and not everyone will have it with sound. sorry, if a good editor disappears...

From Robus To All 12 November 2006

Hello new art new> Where does Realtime come from in Dos running under Windows? I didn’t notice any problems... Moreover, One-Frame, and even more so Real-Time there an order of magnitude more than in Windows work. And also the system requirements minimal. new> In windowed mode, the Frame is quite achievable, since the refresh rate new> only 60 frames. Send an example? Slava, you already sent an example with a game... Real-Time is not there. Real-Time, this is then when the frequency of creating an image is equal to the frequency of displaying it on the screen NO passes. If, suddenly, something happens behind Windows within 1/50th of a second saved it somewhere on a hard drive and the image froze, ONE-FRAME automatically turns into simple REAL-TIME. Well, you don’t argue with a PiCi user who tells you that he doesn’t want write music on Speccy due to the fact that it needs digital sound and not synthesis. He also chooses a modern coffee shop under modern Windows written in modern and fashionable programming language. In all this, the musicians remain writing under this terrible and outdated AY. I don't like what they're doing Windows This is like your section about “what are our programmers worth”, modern not worth the same. Unreal doesn't work for me, because it doesn't require a computer.below 500, although the ideas are great, I can't use them. I don't like it Vortex due to the fact that its interface constantly requires you to touch the mouse, and he looks like a thousand programs of the same type. Under Windows I saw only a few games and programs that are made to perfection, the rest is just simple creation the simplest slowdown programs in high-level languages. The spectrum is great because that there are a lot of highly professional programs on it, by the way, written by our programmers. It was our people who came up with the fastest way to multiply, how how to highlight a sprite the fastest, how to unpack and pack it fastest, how the fastest way to apply a mask to an object, how to make a musical one the fastest player and thousands of other achievements. I'm for the speed of the program and only then for computer speed.

From Robus To All 15 November 2006

Hello Robus Rob> And then Vortex does... This is a whole story... I load the melody into Rob> Vortex, I see the ornaments are somehow fixated, I start looking for where this one is Rob> ominous byte and what it is about. In the end it turned out that he takes Rob> loop from the first existing sample and substitute it into the first one Rob> existing ornament. It’s good that he’s not from the next melody Rob> took it. I take my words back... Since I had to poke around the format, I didn’t understand that in PT1 and STC the ornaments are looped with the current playing sample. Therefore V.T. tries to collect all combinations of SMP combinations in a melody and makes an ORN for them. I immediately decided to check it out and made a melody in which 15 people move in turn SMP with each of the 15 ORNs. 6xSMP is enough for 6xORN, long live the "invitation to developer". I also found a glitch, a shift in the ornament in VT when converting from STC or PT1 one more. This is very noticeable in the melody SOKOBAN1 wrote AGENT-X. The first stage of the editor is completely finished and it understands PT1, PT2, PT3, ASM, STC, STP and himself. I'm finishing up the melody compiler and putting it into the game. Thank you Andrey, who seduced me into doing OverLoad and urgently finished it MASON-AY!!!