Mercurial > audlegacy-plugins
diff src/console/readme.txt @ 316:fb513e10174e trunk
[svn] - merge libconsole-blargg into mainline libconsole:
+ obsoletes plugins-ugly:sapplug
author | nenolod |
---|---|
date | Thu, 30 Nov 2006 19:54:33 -0800 |
parents | |
children | 986f098da058 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/console/readme.txt Thu Nov 30 19:54:33 2006 -0800 @@ -0,0 +1,85 @@ +Audacious Console Video Game Music Plugin +----------------------------------------- +This plugin plays music from video game consoles of the 1980s and early +1990s. It uses the Game_Music_Emu sound engine and supports the +following file formats: + +AY Sinclair Spectrum +GBS Nintendo Game Boy +GYM Sega Genesis/Mega Drive +HES NEC TurboGrafx-16/PC Engine +KSS MSX Home Computer/other Z80 systems (doesn't support FM sound) +NSF/NSFE Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound) +SAP Atari systems using POKEY sound chip +SPC Super Nintendo/Super Famicom +VGM/VGZ Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro + +Text information tags and track length information is supported in all +formats, though some files might not make use of it. + +Most formats include the actual music player code, "ripped" by hand from +the original game to allow it to run on its own. This plugin then +emulates the original processor and sound chip(s) in order to reproduce +the original sound, glitches and all. Band-limited synthesis is used to +give crystal-clear sound quality. + +Contact: Shay Green <gblargg@gmail.com> + + +Notes +----- +* Errors and warnings are logged to stdout, which might help if you want +to figure out why a music file isn't playing properly. + +* The HES and KSS music formats lack proper track numbering, presenting +the game's music sometimes randomly scattered among the 256 possible +track numbers. Because of this, most HES and KSS music files are +distributed with an .m3u file in a non-standard format which specifies +which tracks actually have music, among other things. When a game music +file is opened, a corresponding m3u file is opened if in the same +directory. There's not much that we can do about the situation, +unfortunately. + + +Things not supported +-------------------- +* Gzipped files (Audacious needs to support these in its VFS layer) + +* KSS: FM sound + +* GYM: files without a header + +* HES: ADPCM samples (used in only a few soundtracks, if that) + +* SAP: "digimusic samples" and more obscure tracker formats + +* VGM/VGZ: original Sega Master System FM sound chip (Sega Genesis/Mega +Drive music plays fine) + + +Source code notes +----------------- +Game_Music_Emu library configuration is in blargg_config.h. See +gme_readme.txt and gme.txt for library documentation. + +* See TODO comments in Audacious_Config.cxx and Audacious_Driver.cxx for +things which would be good to address. + +* The library does not use C++ exceptions, so you could disable them in +the makefile to reduce code size a bit. + +* The cause of errors and also warnings about possible problems are +logged in log_err() and log_warning() using printf(). + +* The vfs_* functions are used for file access, so gzipped game music +files must currently be decompressed before playback (in particular, +.vgz files). + +* File types are determined based on the first four bytes of a file; the +file extension is never examined. Some .gym files don't have any header, +so these won't play. + +* Some music formats have more than one track in a file. This track is +specified to the console plugin by appending ?i to the end of the file +path, where i is the track index, starting at 0. For example, foo.nsf?2 +specifies the third track.