Path: chuka.playstation.co.uk!news From: "Graeme Evans" Newsgroups: scee.yaroze.programming.sound Subject: vabs Date: Wed, 4 Feb 1998 18:54:24 -0000 Organization: Yaloozer Lines: 25 Message-ID: <6bad6j$b211@chuka.playstation.co.uk> References: <34D6451C.17BD@manc.u-net.com> <34d657dd.5219332@news.playstation.co.uk> <34D77A43.6FEE@manc.u-net.com> <34d7a1ad.11745641@news.playstation.co.uk> NNTP-Posting-Host: fourny.demon.co.uk X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 >>OK, def. the last point: how come std0.vb/vh aren't on the boot CD >>to save time? Is there a way of stripping instruments out of std0 >>that you don't need for a particular SEQ file? (It's not worth using up >>400k of precious RAM just for a little SEQ title-screen ditty, I need >>almost every nibble!) I was thinking about this. I thought that maybe you could use the siocons WAR command to load the vab straight into sound ram. But i dont think you can. I thought of a lame way around it, though. Use the main memory copy of the VAB (after youve loaded it into sound ram) as a decompression scratchpad for storing bitmaps and keep them compressed with that natty Jappo gzip library that mr rutherford has a pointer to. for making your own vab, there is this great archive of synth voice WAVs that are reasonable quality and dont force one to record ones own Adlib compatible ;). CAnt remember where it was but search on yahoo for WAV library or something. graeme