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Messages - LackofTrack

Pages: 1 [2]
16
Project announcement / Re: Sonic Z-Treme
« on: April 05, 2018, 12:35:50 am »
Using Midi Audio would definitely be nice indeed but, don't you need an actual development kit for that?

17
Project announcement / Re: Sonic Z-Treme
« on: April 05, 2018, 12:19:28 am »
Good Job on figuring out how to use the Audio Ram and Tone Editor XL2!

For the music are you going to try to use SBL PCM-ADPCM Library to play back AIFF files or perhaps encode your audio to use XA ADPCM instead? Or will you just stick to CD Audio?

18
Hi!
Thanks for checking out the mod.
If you don't mind could you please check to see if this works properly on a real Saturn.
I have one but, don't have any spare cd-rs to burn at the moment.

19
General discussion about the Sega Saturn / Sonic Jam: Better Music Edition
« on: February 20, 2018, 06:59:10 am »
Hello everyone!

I have created a mod for Sonic Jam which intends to improve the music quality found in the classic games.

In my opinion the music quality for the classic games is quite muffled and doesn't sound as as good as it could be. I decided to fix this by recording all the music for the classic games on my original hardware (Sega Genesis model 1) and putting them into Sonic Jam. I've only done Sonic 1 and 2 so far but, I do plan on finishing up Sonic 3 and Knuckles soon. If you guys want I can provide a tutorial on how to replace Sonic Jam's music.

Below is a link which provides the bin/cue files for the modded Sonic Jam and 2 wav files for comparison between the original music and new music.

Edit: Forgot to mention the Sonic Jam bin/cue file is set to the USA region.

https://mega.nz/#F!Ao5xHThC!04VdMYvNmoFIIB3sfSTiyg

20
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 27, 2017, 02:39:56 am »
Sadly your idea didn't work XL2.
The actual address for low work ram is 0x00200000 but that didn't work either. It's not a big problem as it was just a test to see how well I can code. Thank all you guys for the help though!

21
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 23, 2017, 03:19:20 am »
Both files individually seem to play just fine. It is when you load them together that you start to see problems.
I'll see if your Low Work Ram solution will work. Thanks for helping!

22
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 22, 2017, 04:45:23 pm »
Here's the two audio files I'm using.

23
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 22, 2017, 09:21:49 am »
Hello,
Thanks, but that was not the issue I having.
The problem happens when I try to load 2 PCM files at the same time that together are over the memory limit of the saturn. I've tried using jo_audio_free_pcm but it doesn't seem to work properly. Is my code is wrong?


Code: [Select]
#include <jo/jo.h>
#include <jo/audio.h>

static jo_sound     blop;
static jo_sound     cop;

void my_draw(void)
{
    jo_printf(0, 0, jo_get_last_error());
    jo_printf(0, 1, "Press A to play PCM sound");
    jo_printf(0, 2, "Press B to play CD music");
    jo_printf(0, 3, "Press C to play PCM2 music");
    jo_printf(0, 4, "Audio channel usage: %d%% ", jo_audio_usage_percent());
}


void my_gamepad(void)
{
    static int  is_cd_playing = 0;

    if (!jo_is_pad1_available())
        return ;
    if (jo_is_pad1_key_pressed(JO_KEY_A))
        jo_audio_play_sound_on_channel(&blop, 0);
    if (jo_is_pad1_key_pressed(JO_KEY_B) && !is_cd_playing)
    {
        /* the first track is reserved for the game binary so the first track is 2 */
        jo_audio_play_cd_track(2, 2, 1);
        is_cd_playing = 1;
    }
      if    (jo_is_pad1_key_pressed(JO_KEY_C))
        jo_audio_play_sound(&cop);

}



void        load_blop_sound(void)
{
            jo_audio_load_pcm("A.PCM",JoSoundMono8Bit,& blop);

}

void        load_cop_sound(void)
{
            jo_audio_free_pcm(& blop);
            jo_audio_load_pcm("B.PCM",JoSoundMono8Bit,& cop);
}


 void jo_main(void)
{
jo_core_init(JO_COLOR_Black);
load_blop_sound();
load_cop_sound();
jo_core_add_callback(my_draw);
jo_core_add_callback(my_gamepad);
jo_core_run();
}

/*
** END OF FILE
*/

24
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 22, 2017, 04:22:18 am »
Whew! Good to know I wasn't doing something wrong.  :D

Just to be clear I wasn't trying to play 2 PCM files once. I was trying to make it so that if I presses A "A.PCM" would play then if I pressed B "A.PCM" would be cleared from memory and then "B.PCM" would play but like I said I couldn't get it to work properly.

Also for some reason CD playback only seems to play in mono even if the Wav file itself is stereo. Is this also an issue you have been having?

25
General Jo Engine Help / A few questions about PCM functionality
« on: September 22, 2017, 01:02:44 am »
Hello, first thing I'd like to say is that this is a great engine for people wanting to create programs on the Sega Saturn but, who don't have much knowledge about how the hardware works (like myself).

One question I'd like to ask though is is there anyway to play a PCM file depending on which button you press?

I've been using the audio demo to see if I could load 3 different PCM files depending on which button I press but, it seems like I can only do 2. I've just started to learn C so maybe I'm doing something wrong?  Also it seems I can only get 44100hz PCM files to play right. Every other frequency plays too fast. Do I have to edit  jo_sound_mode for it to correctly play lower frequencies?

My last question is is there any way to loop PCM audio?


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