Eric Lafortune Posted September 4 Author Share Posted September 4 On 9/3/2024 at 10:06 PM, OLD CS1 said: I want to point out what I think may be an underappreciated aspect of this game: the humming. A while back, @retroclouds experimented with using the Speech Synthesizer for non-speech audio. The fact that Eric uses it for humming is another extraordinary departure from how we traditionally use the SS. Thank you! I've converted a humming audio sample that I found on the internet to speech coefficients (with my own Video Tools). The conversion worked surprisingly well. My version of the Bad Apple demo also has the speech synthesizer playing the vocals, but there's room for improvement. I'm considering a side project: a tool to convert a selected voice from a MusicXML file to humming speech -- similar to @SteveB's MuseScore/4A for regular sound. It would sidestep the tricky problem of computing speech coefficients from an audio file, with better control over the coefficients, frequencies, volume, attack/decay/sustain/release,... 2 Quote Link to comment Share on other sites More sharing options...
+FarmerPotato Posted September 4 Share Posted September 4 On 9/3/2024 at 3:06 PM, OLD CS1 said: I want to point out what I think may be an underappreciated aspect of this game: the humming. A while back, @retroclouds experimented with using the Speech Synthesizer for non-speech audio. The fact that Eric uses it for humming is another extraordinary departure from how we traditionally use the SS. @Eric Lafortune I'm psyched to hear what you can do with this! 1 Quote Link to comment Share on other sites More sharing options...
Artoj Posted September 5 Share Posted September 5 4 hours ago, Eric Lafortune said: The amount of data to transfer increases as the patterns get more complex I am figuring - Imagine a large pictiure consisting of 64 screens (8x8) = 24x32x64=49152 with individual 8x8 character elements. Using only 16 different characters and you could redraw each screen from a code map, Scrolling only 16 characters would be less memory intensive. The original drawing could be translated to these 16 graphic elements by a script/program. It would be they way i would have done it 30 years ago in assembly. Such fun for the unwary. LOL, great work, regards Arto. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 5 Share Posted September 5 16 hours ago, Artoj said: I am figuring - Imagine a large pictiure consisting of 64 screens (8x8) = 24x32x64=49152 with individual 8x8 character elements. Using only 16 different characters and you could redraw each screen from a code map, Scrolling only 16 characters would be less memory intensive. The original drawing could be translated to these 16 graphic elements by a script/program. It would be they way i would have done it 30 years ago in assembly. Such fun for the unwary. LOL, great work, regards Arto. Are you thinking about pixel smooth scrolling like in the demo? Quote Link to comment Share on other sites More sharing options...
Artoj Posted September 5 Share Posted September 5 (edited) 5 hours ago, Asmusr said: Are you thinking about pixel smooth scrolling like in the demo? Yes, don't hold me to my suggestion, I have not written or seen any code on this. Thinking about my suggestion, after writing about it, maybe to save VDP memory use the central third of the screen (256 chars) scroll that to the bigger code map, (64x256 in cpu ram = 16k) the top 1/3 and bottom third are just stats or energy levels, weapons etc, just thinking out loud. Regards Arto. Edited September 6 by Artoj Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.