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[COLECO] GhostBlaster


newcoleco

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And a few more facts about GhostBlaster project :

 

GHOSTBLASTER

 

Graphic and Levels : 49 KB

Music and Sounds : 3 KB

Game engine and various codes : 4 KB

Other data : 6 KB

 

Total : 62 KB

 

I've tested my new compression algorithm, called DAN0 (Dan-zero) and I can basically save enough space to add 4 more levels.

 

I'm shipping PAL cartridges after monday ( 29/03/2010 ).

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ADPCM is a compression using an approximation of deltas of an audio signal. I think Youki is looking for something like a compression for a Midi Format-like data.

 

Decompressing sound into RAM will not gives you much space left then for the game. So, if you make a routine that can play sounds in a way that the encoded sounds data is smaller than the format used by the Coleco bios, then you'll get your compression by default. A strategy used in some real commercial ColecoVision games is to apply the "special code" that allows to execute a routine instead of using the various volume and frequency sweep sound effects from the bios sound routines. By doing so, you can still use the Coleco sound routines to deal with sounds priorities, but then you can deal with your compressed (or simply smaller) sound data with your own sound routine.

 

* NEWS *

 

The PAL version of the game GhostBlaster was finally tested for real, so I can publish this video.

 

Edited by newcoleco
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