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- Newsgroups: rec.games.video
- Path: sparky!uunet!nwnexus!phaedrus
- From: phaedrus@halcyon.com (Mark Phaedrus)
- Subject: Re: Fighting Street II
- Message-ID: <1993Jan2.064240.29703@nwnexus.WA.COM>
- Keywords: .... 20 megs!
- Sender: sso@nwnexus.WA.COM (System Security Officer)
- Organization: The 23:00 News and Mail Service
- References: <9212304015@genesis.nred.ma.us> <ibhan.725909068@husc.harvard.edu> <930101810@genesis.nred.ma.us>
- Date: Sat, 2 Jan 1993 06:42:40 GMT
- Lines: 33
-
- In article <930101810@genesis.nred.ma.us> nugget@genesis.nred.ma.us (Ralph Barbagallo) writes:
- >In article <ibhan.725909068@husc.harvard.edu> ibhan@husc8.harvard.edu (Ishir Bhan) writes:
- >>nugget@genesis.nred.ma.us (Ralph Barbagallo) writes:
- >>>Hey, I just heard that the P.C. Engine version of Fighting Street II will
- >>>be a 20 Megabit card! They won't do it on CD because they couldn't get
- >>>the music to speed up if they used a CD (obvioulsy)...
- >>That's rediculous. They could easily just not use sound directly from the CD.
- > How are you supposed to speed up and slow down music on a CD? You'd have t o
- >switch tracks and that would interrupt the music.... they couldn't do it with
- >any degree of smoothness...
-
- All this means is that you can't record the sound _in standard CD audio
- format_ and play it off the disk directly. (And, as an only-casual SFII
- player, I'm not sure it even means that. Does the sound accelerate as people
- get hurt, reaching maximum speed just before somebody dies, or does it
- accelerate as the clock runs down, reaching maximum speed as the clock hits
- zero? If it accelerates as the clock runs down, or if players would be willing
- to settle for that in the TG-16 version, then there's no problem; the music
- will always be accelerating at the same rate, so just record it that way on the
- CD, play it directly and you're home free.)
- Anyway, the point is this: there's no rule that says that sound on a CD
- has to be in audio format. You can encode sound on a CD as computer data, and
- load it from the CD in the same way that the game's program code is loaded.
- So, as long as the system has enough memory to load the program code and the
- sound data at the same time, there's no problem whatsoever with doing this game
- on a CD; just load in the sound data from the CD into memory before the round
- starts, and then play it from memory just as you would if it was on a card
- (meaning you can speed it up, change the pitch, whatever).
- --
- \o\ Internet: phaedrus@halcyon.com (Seattle, WA Public Access Unix) \o\
- \o\ "How'd you like to move a few steps down the food chain, pal?" \o\
- \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
- \o\ for a copy of the Transformation Stories List. \o\
-