From
Robus
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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
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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
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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
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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
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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
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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
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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
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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
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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!!!