Mercurial > audlegacy-plugins
view src/console/readme.txt @ 334:a9f1bd76a3e6 trunk
[svn] - apply_xform(): check for NULL vfield (broken scripts)
- add tan(), asin(), acos(), atan(), log() to script engine.
author | nenolod |
---|---|
date | Tue, 05 Dec 2006 03:40:04 -0800 |
parents | fb513e10174e |
children | 986f098da058 |
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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.