Sales Discontinued

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By SjaaQ

Champion (365)

SjaaQ's picture

25-09-2022, 09:34

Ivan wrote:

I am impressed! I have just tried it and it looks and feels like a VGA PC point-and-click adventure game from the 90s! Can the loading times be reduced using large external memory mappers (1024kB, 2048kB, etc.)?

I could actually, if we implemented caching. Now we throw away almost every piece of data that has been loaded, at each start of a scene. The thing is about that when I need to throw away something from memory, I might need to defragment the memory and that does not really go very well on MSX (assumption). So I haven't implemented something like that. Everything you have that exceeds the 336KB it requests from DOS is not used.

By Manuel

Ascended (19055)

Manuel's picture

25-09-2022, 10:32

Fuzzy Logic did implement caching in their f-kernel. So it is possible on MSX. @ro how did you do that?

By wolf_

Ambassador_ (10032)

wolf_'s picture

25-09-2022, 11:02

Wlcracks wrote:

Almost every scene uses it's own sample set about 512kb OPL4 memory, due to the fact they all processed with their own Convolution Reverb model. More MSX user memory will not help, even if it was supported.

Wait, what? All these samples are stereo? Or are they mono while using all wave channels for custom and panned delays? (somewhat unlikely, but I guess it's possible)

By Daemos

Paragon (2009)

Daemos's picture

25-09-2022, 11:13

Saw this game on the nijmegen fair in March last year. Impressive work! Congratulations on the epic work! And all this in just two years. I am motivated again.

By ro

Scribe (4811)

ro's picture

25-09-2022, 12:15

Manuel wrote:

Fuzzy Logic did implement caching in their f-kernel. So it is possible on MSX. @ro how did you do that?

Oh, that...
Midas, our OS - also known as F-kernel -, uses a pre-emptive "caching" system. It's not bound to disk actions. It's a combo of RAMdisk / Cache kinda thing. It shines when using the included File-Retrieval-List (FRL) module, where previous loaded files will not be loaded again (expect if they're forced to load).

And, yeah, it would very well work on a game like this.

Funny detail, I've been refactoring the whole darn f-kernel last year and made some big improvements. It won't be long untill you will see this for yourself; I've planned something within the very near future to be (re) released Smile

/ offtopic

By Bengalack

Hero (660)

Bengalack's picture

25-09-2022, 12:25

Ivan wrote:

I am impressed! I have just tried it and it looks and feels like a VGA PC point-and-click adventure game from the 90s!

Agree.

Cool to see this genre on the MSX. And 36 MB! Wow. It even seems like those 36 MB are compressed as well :-O

By SjaaQ

Champion (365)

SjaaQ's picture

25-09-2022, 12:25

wolf_ wrote:

Wait, what? All these samples are stereo? Or are they mono while using all wave channels for custom and panned delays? (somewhat unlikely, but I guess it's possible)

Not all, but some are. Internally everything except sound effects that are triggered by the end user or animations are part of mod files. Depending of what was needed, up to 16 channels. Remaining channels are used (4 channels) for just the steps of the main character, and (4 channels) for triggered sfx. Panning is done on everything. The mod files use the E8x command for that.

By SjaaQ

Champion (365)

SjaaQ's picture

25-09-2022, 12:28

Bengalack wrote:

... It even seems like those 36 MB are compressed as well :-O

True, everything that could be compressed, is compressed.

By wolf_

Ambassador_ (10032)

wolf_'s picture

25-09-2022, 12:39

@SjaaQ: Well, that's kind of a large decision then. Even in the synth world it took quite a while before (some) ROM-samples became stereo, and those machines had been using megabytes rather than 512 kb. Wink And these synths were often limited to a few specific instruments like a piano.

When I'm prepping a wavekit I need to force myself using anything over 22kHz when a sound needs it - and I rather try to work around it. Let alone choosing stereo. Hannibal

By SjaaQ

Champion (365)

SjaaQ's picture

25-09-2022, 12:48

wolf_ wrote:

@SjaaQ: Well, that's kind of a large decision then. Even in the synth world it took quite a while before (some) ROM-samples became stereo, and those machines had been using megabytes rather than 512 kb. Wink And these synths were often limited to a few specific instruments like a piano.

When I'm prepping a wavekit I need to force myself using anything over 22kHz when a sound needs it - and I rather try to work around it. Let alone choosing stereo. Hannibal

The only decision we had to make is how many SRAM the audio guy was allowed to use. And that was just to keep loading times down. After that he could do what ever he wanted.

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