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- Path: sparky!uunet!spool.mu.edu!tulane!agwbbs!Paul_Trauth
- From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
- Newsgroups: comp.sys.amiga.audio
- Subject: Re: Monkey Island MODs
- Distribution: world
- Message-ID: <Paul_Trauth.19qn@agwbbs.new-orleans.LA.US>
- Date: 14 Dec 92 21:08:32 CST
- Organization: The Amiga GateWay BBS * New Orleans, La.
- Lines: 67
-
- In a message dated Mon 14 Dec 92 1:01, Clueless@bradley.edu (mark Kristie)
- wrote:
-
- CK> Matthias Krok (m_krok@tron.gun.de) wrote:
-
- : -> MI2 is even less likely: Lucasfilm used their own, much-promoted
- "iMus"
- : -> music format, which sorta responds to what's going on in the game.
-
- CK> Apparently iMuse generates the music on the fly... That way its
- CK> supposed to
- CK> make the music interesting and non-repetitive... Unfortunately, it
- CK> sounds
- CK> IMHO like it was designed for 8 voices or so, and is cutting out 4 of
- CK> them to
- CK> play on the Amy....
-
- No, i think iMuse works *something* like this: the composer writes a bunch
- of little chunks of music with certain flags attatched to 'em; then the
- player sequences 'em up. It's like if you wrote a mod where certain
- patterns could easily lead into several other patterns, then "manually"
- chose the next pattern based on what's going on in the game, instead of
- just following the list. (I had some ideas once for a game that would
- assign a 'tension level' to the current situation, and have several
- patterns available at each tension level to pick at random...)
- You're right, though, it's definitely not written for a 4-voice system.
- Sounds a lot like when you play a SMUS score with too many tracks - notes
- get cut off awkwardly, and just dropped.
-
- CK> well,... noise (not music)... You know how playing music in most
- CK> games
- CK> takes virtually no overhead (CPU wise) and is the least concern?
- CK> Well, if you
- CK> load up IJ4, and move the pointer around before the music starts, it
- CK> moves
- CK> quickly... then the music starts and I swear I thought I was using a
- CK> Mac...
- Ick! Fui! Must be doing some extra stuff in IJ4, 'coz the music in MI2
- doesn't seem to affect the gameplay much... (unless an '010 would make a
- difference, which i seriously doubt!)
-
- CK> Why don't
- CK> big companies take a look at, say, Hook and see that it is possible
- CK> to have
- CK> games like that run _quickly_ and _playably_ on a 68000 w/good
- CK> graphics and
- CK> animation? (If I ever saw a swinging door in a Sierra game or
- CK> LucasArts game,
- CK> with the same framerate etc, I would fall off my chair....)
- Tell me about it. For some reason i just played through Larry 3 yesterday.
- Ugh, framerate from hell. (I won't go into the substitution of random
- player killing for real puzzles, as that's just Sierra's problem)
- Because they don't give a @#$% about the Amiga, that's why. (Except
- occasionally to ask the people on c.s.a.audio to write a theme.mod for
- their game to puke out of a SoundWaster.)
-
-
-
-
- -- Via DLG Pro v0.995
-
- - be zorch, daddi-o --------------- paul (raccoon) trauth ----------------
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