Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.sound Subject: Re: vabs & SFX Date: Wed, 04 Feb 1998 21:03:53 +0000 Organization: Bacardi Ferrari V12 Lines: 26 Message-ID: <34D8D7B9.6B42@manc.u-net.com> 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> <6bad6j$b211@chuka.playstation.co.uk> NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) Graeme Evans wrote: > I thought of a lame way around it, though. Use the main memory copy of > 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. The thing is my game already uses my own compression routine to store in the region of ten 640x512x8 bitmaps (my levels) as around 700k which would otherwise need 3.2 Meg. I am also loading my game .exe to 0x801c0000 to make room, and have the 640k quad-size virtual screen on the frame buffer (not desirable as I'm using my own putpixels). I decided on using a CD player instead of seq music, so people listen to their kind of music and I get the space; everyone's a winna! Anyone know where I can get decent royalty-free soundFX? Laters, Jim PS Anyone know how I get PAL mode to use all 256 lines (not 240)? -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------