Feature requests thread Post your stupid crap here
#301
Posted 27 August 2006 - 06:09 AM
"about the only aisle a guy can walk into in that store and still feel heterosexual is the candy aisle."
"It had a very sinister appearance," Coakley told reporters. "It had a battery behind it, and wires."
#302
Posted 28 August 2006 - 01:00 AM
It'd be cool if we could take the edges off of chars, the same way as taking away the white boarders of certain gif images when you first make them (depending on what software you use). I'd just want to make a game that's similar to an NES game. I'd have to use sprites and smzx mode 3, however, it'd be more like a real consol or computer game without the backrounds or edges of the chars.
Like I said, it probably won't happen :( . It just crossed my mind the other day.
Edit: Another small suggestion; maybe, mp3 support. I, as I'm sure some other members might be a little scetchy on this because of how people could submit copyrighted material. I know that ogg files are similar to compression, and MZX already supports it, however, mp3's are more globaly known. Speaking of sound support, I'd kinda like to see MZX support more music formats. Such as MIDI, ...uhhh... some other ...ones. I really can't think of any right now :( . However, would there happen to be a converter, or converters out there to change other formats of sound into modules?
This post has been edited by Commander Pancake: 28 August 2006 - 01:11 AM
#303
Posted 28 August 2006 - 02:12 AM
Commander Pancake, on Aug 27 2006, 09:00 PM, said:
modplug tracker
#304
Posted 28 August 2006 - 02:42 AM
Quote
Bah, come on, it's so easy to convert that this is a non-issue. (It also takes less bandwidth for roughly the same quality.)
Quote
There's a couple of MIDI to module converters, but the results aren't too good due to the formats having quite different structures for music data. As for supporting MIDI, it would involve either using the OS's built-in support, which usually has crap quality, sounds completely different on every computer and possibly isn't so universally supported (especially under Linux systems and such), or using a softsynths, which usually involves a ridiculously large sample set (multiple megabytes). The general consensus is that it's a poor format anyways and that if you want to put megaman music on your game you can learn how to do it yourself.
#305
Posted 28 August 2006 - 03:14 AM
MP3 is the devil. Convert it to OGG. There's plenty of programs, just search for one.
#306
Posted 28 August 2006 - 03:15 AM
No, MIDI sucks unless you have MIDI equipment. Seriously, it sounds awful.
And yeah MP3 is the worst. Convert it to OGG, as well as anything else you want. Honestly, except for file size considerations, there should be no more requests for music formats since a proper, compressed audio format is available. Just convert everything to it.
And use aoTuV or else you suck. Don't use xiph ogg encoder.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#307
Posted 28 August 2006 - 01:28 PM
Also, why does it matter when you're promoting TRANSCODING MP3s?
Also, I can confirm, it is unlikely that MZX will support MP3s because there is no good technical reason to. It's an inferior format, larger (which is the primary concern), suffers at low bitrates (which we're trying to promote) and the libraries are of a comparable size to vorbis, which bloats the executable.
--ajs.
#308
Posted 28 August 2006 - 01:33 PM
EDIT: And don't try to convince me that commanderpancake has MP3s that are actually worth including in a game. =p

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#309
Posted 28 August 2006 - 01:58 PM
It's not great at matching the bitrate on the scale, but it's much better now than it used to be.
Here's some benchmarks, I just ripped this from a CD:
[alistair] 14:55 [~/test] file The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz
[alistair] 14:56 [~/test] oggenc -q2 The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav Opening with wav module: WAV file reader Encoding "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav" to "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" at quality 2.00 [ 99.6%] [ 0m00s remaining] - Done encoding file "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" File length: 3m 33.0s Elapsed time: 0m 09.3s Rate: 22.9421 Average bitrate: 76.2 kb/s [alistair] 14:56 [~/test] oggenc -q1 The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav Opening with wav module: WAV file reader Encoding "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav" to "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" at quality 1.00 [ 99.6%] [ 0m00s remaining] - Done encoding file "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" File length: 3m 33.0s Elapsed time: 0m 09.5s Rate: 22.5680 Average bitrate: 63.4 kb/s [alistair] 14:56 [~/test] oggenc -q0 The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav Opening with wav module: WAV file reader Encoding "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav" to "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" at quality 0.00 [ 99.6%] [ 0m00s remaining] - Done encoding file "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" File length: 3m 33.0s Elapsed time: 0m 09.4s Rate: 22.6495 Average bitrate: 49.8 kb/s [alistair] 14:57 [~/test] oggenc -q-1 The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav Opening with wav module: WAV file reader Encoding "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav" to "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" at quality -1.00 [ 99.4%] [ 0m00s remaining] - Done encoding file "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" File length: 3m 33.0s Elapsed time: 0m 08.7s Rate: 24.6334 Average bitrate: 34.0 kb/s
Just for kicks, I'll try Mono too:
[alistair] 14:57 [~/test] oggenc --downmix -q-1 The\ Four\ Seasons\:\ No.1\ in\ E\,\ \'Spring\'\ -\ Allegro\,\ Baroque\ Period.wav Opening with wav module: WAV file reader Downmixing stereo to mono Encoding "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.wav" to "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" at quality -1.00 [ 99.7%] [ 0m00s remaining] - Done encoding file "The Four Seasons: No.1 in E, 'Spring' - Allegro, Baroque Period.ogg" File length: 3m 33.0s Elapsed time: 0m 03.9s Rate: 54.8118 Average bitrate: 27.1 kb/s
Vivaldi would be disgusted with the result, but as you can see Ogg Vorbis is absolutely excellent at scaling the quality setting with bitrate. 27kbit/s is perfectly adequate for baseline streaming. The resulting 3.5 minute file is under 750KB, which is smaller than a lot of XMs or ITs.
EDIT: Also, you're quite right, I doubt CP has anything valid to use MP3 support for, and indeed one of the reasons we didn't include it was because vorbis is more obscure and therefore people aren't going to drop Christina Aguilera MP3s straight into their games. I still maintain that for samples, or small snippets of voice or music, Ogg Vorbis is superior to crappy Module hacks, and the official encoder is rivalling the performance of any other.
--ajs.
#311
Posted 28 August 2006 - 02:09 PM
edit nevermind I just red the thread RIGHT after you posted the old one.
This post has been edited by paulguy119: 28 August 2006 - 02:09 PM

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#312
Posted 28 August 2006 - 02:39 PM
Also, ajs, that ogg file really does have high quality.
#313
Posted 28 August 2006 - 04:04 PM
Do not use "managed" or "average" bitrate mode. Specify "quality", not bitrate. This has a substantial effect on the Vorbis encoding algorithm, and will ensure VBR is used, minimising total bitrate, maximising quality.
Convert samples to mono (1 channel) where stereo (2 channel) has little or no effect. Vorbis does joint stereo natively, but it still has a subtle impact on bitrate.
Do not bother to downsample the WAV quality; the difference between 22050Hz and 44100Hz is negligible (~10-15%), and the difference between 48kHz and 44.1kHz is even more negligible (5%), in terms of resulting bitrate. Always use 16 bit or more, Vorbis is not optimised for encoding 8 bit PCM and will produce worse results.
However, if all you care about is size, and not quality, the best settings are probably 22050Hz (or lower), 16bit, mono PCM, with an ABR (Average BitRate) profile in the ~15kbit region.
EDIT: I managed to get a file down to 18kbit/s without using Speex, just the regular Xiph encoder. Anybody feel like beating that?
--ajs.
#314
Posted 28 August 2006 - 11:09 PM
q -1 in the official codec is still nominally ~45kbits (approximation), and q -2 is still unavailable in the official codec. I wonder if they'll add that later.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#315
Posted 28 August 2006 - 11:45 PM
and yeah ... don't downsample the wave beforehand, downsampling gives an extremely annoying hiss D:
- Bertrand Potato
#316
Posted 30 August 2006 - 07:24 AM

koji: SCRUMTRELLESCENT!
#317
Posted 31 August 2006 - 06:59 AM
CHEZZY, on Aug 30 2006, 05:24 PM, said:
I don't think things are added simply for ease of use. If it can be done in robotic already, it won't be added.
This post has been edited by ZoMbIeGuTs: 31 August 2006 - 07:00 AM
#318
Posted 31 August 2006 - 11:48 AM
but using an windows installer file. that way newbies that don't know how to make file linkups wont need to. also there then can be standard icons for mzx worlds(i do have some maybe i'l release my favorite later).
#319
Posted 31 August 2006 - 12:39 PM
i don't think an install is neccesary for file associations and icons. heck, i really don't think file associations are all that important, but if someone wants to add them, go ahead.
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#320
Posted 31 August 2006 - 01:10 PM
#321
Posted 31 August 2006 - 03:55 PM
#322
Posted 31 August 2006 - 05:29 PM

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#323
Posted 31 August 2006 - 08:12 PM
If somebody's still interested, I'm sure I could come up with a decent script for it again.
Oh, and regarding the icons, I think it might be possible to automate the embedding of these with the new build system. You'll have to generate more versions though, you seem to only have them in one size (unless my ICO viewer is playing up!). Obviously this would have to be cleared with Exo, but I think it's a good idea.
What would be ideal are alpha PNGs at 128x128, 64x64, 48x48, 32x32, 22x22, 16x16. I've written a small C program to convert a series of PNG files into an ICO library, which can be embedded into the EXE's resource section. It also means that other platforms could benefit from the icons, like KDE on Linux, or Mac OS X, which do not use ICOs.
--ajs.
#324
Posted 01 September 2006 - 03:11 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#325
Posted 01 September 2006 - 05:58 PM
Also it's not even necessarily true that icons are made by resizing a larger version. A great deal of work went into the KDE icon theme, for example, to make smaller sizes (16x16) contain fewer details (and thus be more clear) at smaller sizes. You may find that some pixel pushing is required at the smaller sizes to make them look right..
--ajs.
#326
Posted 02 September 2006 - 09:29 PM
#327
Posted 02 September 2006 - 10:14 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#328
Posted 03 September 2006 - 09:01 PM
Guy, on Sep 2 2006, 04:29 PM, said:
*cough* WAIT ONE *cough*
#329
Posted 07 September 2006 - 10:18 PM
#330
Posted 08 September 2006 - 12:55 AM
steel_dragoon, on Sep 8 2006, 08:18 AM, said:
Yes, that could be implemented. It would be very easy to do.
Will it be implemented? Probably not.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(

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