Mercurial > audlegacy-plugins
annotate src/console/readme.txt @ 1263:458d46e65a86
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author | Giacomo Lozito <james@develia.org> |
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date | Fri, 13 Jul 2007 20:55:42 +0200 |
parents | 986f098da058 |
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1 Audacious Console Video Game Music Plugin |
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2 ----------------------------------------- |
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3 This plugin plays music from video game consoles of the 1980s and early |
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4 1990s. It uses the Game_Music_Emu sound engine and supports the |
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5 following file formats: |
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6 |
341 | 7 AY ZX Spectrum/Amstrad CPC |
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8 GBS Nintendo Game Boy |
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9 GYM Sega Genesis/Mega Drive |
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10 HES NEC TurboGrafx-16/PC Engine |
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11 KSS MSX Home Computer/other Z80 systems (doesn't support FM sound) |
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12 NSF/NSFE Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound) |
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13 SAP Atari systems using POKEY sound chip |
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14 SPC Super Nintendo/Super Famicom |
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15 VGM/VGZ Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro |
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16 |
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17 Text information tags and track length information is supported in all |
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18 formats, though some files might not make use of it. |
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19 |
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20 Most formats include the actual music player code, "ripped" by hand from |
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21 the original game to allow it to run on its own. This plugin then |
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22 emulates the original processor and sound chip(s) in order to reproduce |
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23 the original sound, glitches and all. Band-limited synthesis is used to |
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24 give crystal-clear sound quality. |
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25 |
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26 Contact: Shay Green <gblargg@gmail.com> |
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27 |
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28 |
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29 Notes |
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30 ----- |
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31 * Errors and warnings are logged to stdout, which might help if you want |
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32 to figure out why a music file isn't playing properly. |
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33 |
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34 * The HES and KSS music formats lack proper track numbering, presenting |
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35 the game's music sometimes randomly scattered among the 256 possible |
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36 track numbers. Because of this, most HES and KSS music files are |
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37 distributed with an .m3u file in a non-standard format which specifies |
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38 which tracks actually have music, among other things. When a game music |
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39 file is opened, a corresponding m3u file is opened if in the same |
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40 directory. There's not much that we can do about the situation, |
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41 unfortunately. |
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42 |
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43 |
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44 Things not supported |
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45 -------------------- |
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46 * KSS: FM sound |
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47 |
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48 * HES: ADPCM samples (used in only a few soundtracks, if that) |
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49 |
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50 * SAP: "digimusic samples" and more obscure tracker formats |
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51 |
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52 * VGM/VGZ: original Sega Master System FM sound chip (Sega Genesis/Mega |
341 | 53 Drive music plays fine). See the following discussion for a way to add |
54 support for this: http://www.smspower.org/forums/viewtopic.php?t=9321 | |
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55 |
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56 |
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57 Source code notes |
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58 ----------------- |
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59 Game_Music_Emu library configuration is in blargg_config.h. See |
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60 gme_readme.txt and gme.txt for library documentation. |
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61 |
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62 * See TODO comments in Audacious_Config.cxx and Audacious_Driver.cxx for |
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63 things which would be good to address. |
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64 |
341 | 65 * C++ exceptions and RTTI are not used or needed. |
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66 |
341 | 67 * File types are determined based on the first four bytes of a file |
68 except for .gym files, some of which have no file header at all. | |
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69 |
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70 * Some music formats have more than one track in a file. This track is |
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71 specified to the console plugin by appending ?i to the end of the file |
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72 path, where i is the track index, starting at 0. For example, foo.nsf?2 |
341 | 73 specifies the third track. This is an internal thing, as the user should |
74 never see these modified paths. |