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- ;
- ; place the cd32lib.obj in blitz2:userlibs/beta/ then read this...
- ;
-
- #cd32lib=113
-
- WriteCD32Mem (AppName$,FileName$,Address,Length/10)
- ReadCD32Mem (AppName$,FileName$,Address,Length/10)
- InitCD32
- ExamineCD32
- PlayCD32 track#[,numtracks]
- StopCD32
- ControlCD32
- TocCD32
- ConfigCD32 [&TagList]
- ReadCD32 (CD_Offset,Address,Length)
-
- Overview of CD32 library for Blitz2
- -----------------------------------
-
- The cd32lib provides a simple interface to controlling the
- cd32's audio and nonvolatile memory features.
-
- Only a subset of the commands will be required for developers
- porting their games to CD32, the rest are only useful for
- general AudioCD player type software.
-
- Nonvolatile Memory
- ------------------
-
- To store a games highscore table in CD32 memory the author
- must first transfer the data to a sequential segment of
- RAM and then use the WriteCD32Mem command which handles
- data in multiples of 10 bytes.
-
- See the test.bb example in this directory for an example.
-
- Playing Audio Tracks
- --------------------
-
- Instructing the CD32 to play an audio track is simply a
- matter of using the PlayCD32 command.
-
- The InitCD32 command should however be used first, and
- if the result is false (ie software is NOT running on
- CD32) your software should not call any other CD32
- commands.
-
- Unlike the CD32Mem commands we have found that the CD32
- audio commands can be used in Blitz mode, although if
- things start going weird....
-
-
- Function: InitCD32
-
- If InitCD32 returns true then it is ok to use the following
- commands, if false then no there is no cd32 or compatible
- available so don't even try.
-
-
- Function: ExamineCD32 ;-1=programdisk 0=nodisk n=number of tracks
-
- ExamineCD32 is useful for programs that allow disk swapping,
- it can be used to ensure the programdisk that the game was run
- from is present, or if there is no disk or if a standard music
- CD has been inserted. It is feasible that you allow users to
- play music cd's while playing you game and then be able to ask
- them to insert the game disk when more data is required.
-
-
- PlayCD32 track#[,numtracks]
-
- Makes the CD32 go boom tiddly pom depending on what type of
- music track is specified... ie should/will/definately play
- start the CD32 playing the track sprecified.
-
-
- StopCD32
-
- No explanation necesary, well it is sort of self explanatory...
-
-
- ControlCD32 ;0=play 1=pause 2=ffwd 3=rewind
-
- Yup, pretty straight forward here.
-
-
- TocCD32 ;returns location of the toc read by Examine
-
- Hmmm, demo code required here. After using the ExamineCD32 command
- you can find out the length of each track by examining the TOC data
- (Table Of Contents) a sort of Audio CD directory command.
-
-
- ConfigCD32 [&TagList] ;can return ¤tconfig
-
- Tags are available for 2x speed and 1xspeed and other things.
- Interesting to note any CD can be turned into the chipmunk
- edition by telling CD32 to switch to 2xspeed and then using
- playtrack, or was that playtrack and then 2xspeed... Anyway
- it does work.
-
-
- ReadCD32 (CD_Offset,Address,Length)
-
- Wo, only good for lowlevel people who want to protect their
- software in more ways than one. Using commands like this will
- definately make your game non hard drive installable.
-
-
-