Mercurial > audlegacy-plugins
view src/console/readme.txt @ 3201:abe1b3195d6b
adapted header directory to audlegacy.
author | Yoshiki Yazawa <yaz@honeyplanet.jp> |
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date | Tue, 18 Aug 2009 17:30:24 +0900 |
parents | 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 ZX Spectrum/Amstrad CPC 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 -------------------- * KSS: FM sound * 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). See the following discussion for a way to add support for this: http://www.smspower.org/forums/viewtopic.php?t=9321 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. * C++ exceptions and RTTI are not used or needed. * File types are determined based on the first four bytes of a file except for .gym files, some of which have no file header at all. * 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. This is an internal thing, as the user should never see these modified paths.