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- > > There are several advantages to using Midi:
- > > - Needs less memory (no samples)
- > Okey.
- >
- > > - Shouldn't take much CPU. If the DSP is used for graphics
- > > stuff, the mod-players would need to work on 680x0...
- > Fair enough.
-
- > So I will have to buy my self an GM sound module to be able to play this
- > game! ;-)
-
- Well, only if you would want to hear the music <g>.
-
- > If someone have the code for doing it, why not?
-
- That is indeed a problem... Couple of years ago when I was still
- using GFA, I tried to do a Midi file player. Otherwise it worked
- all right, but sometimes the timings were _a lot_ off the mark.
- It would be a lot easier if we would allow only one track Midifiles
- (format 0), every sequencer should be capable to convert format 1
- files to format 0...
-
- *) Format 1: Several tracks with different instruments
- -> have to check every track for next note etc.
- *) Format 0: All the instrument changes etc. are in time order.
-
- > I still think we should have modules for the titlescreen, options etc.
- > because not everyone have got an GM module at home.
-
- If the 3D-graphics are done with DSP, that would still mean no
- DSP-modplayer. At least if one would want to run demo under the
- titlescreen like on PC Doom. Maybe there could be shown the moster
- dying sequences instead :-).
-
- > Another problem
- > with midi files would be if we are going to make it use the midi-ports
- > for networking.
-
- I hadn't thought about that... I guess my suggestion about using
- MiNT/MiNTNet for networking wasn't feasible enough. :) Hmm... Maybe
- the game could run the whole time on supervisor mode (->no scheduling)
- and call the Net driver through kernel tables or something. It might
- still have too much overhead though. I'll have to do some inquiries
- on the MiNT mailing list!
-
-
- - Eero
-
-