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PocketFrogPlus 0.2.0 released!


PocketFrogPlus 0.2.0 released!

Postby gersen » Feb 7, 2003 @ 3:49pm

Last edited by gersen on May 8, 2003 @ 10:29am, edited 1 time in total.
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Which PF version is this based on ?

Postby Conan » Feb 7, 2003 @ 5:23pm

just checking, are your extensions working with the latest version of PocketFrog?

I really must try your sound engine. I'm looking for one where it's easy to get it working with VC6 & eVC
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Postby gersen » Feb 7, 2003 @ 5:50pm

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Postby fzammetti » Feb 8, 2003 @ 5:46am

I've been toying with replacing my own sound library with yours (mainly because yours handles 8-bit waveforms whereas mine does not and I figure why bother rewriting mine if yours does it already).

One question: what license are your extensions released under? I'm guessing it's the same as PF itself (i.e., use it however you want, no fees, no strings, no nothing) but I wanted to make sure.

One other thing... In the previous version it was possible to change the volume of a sound FX while it was playing (specifically, one that is looping), but now that doesn't seem to be the case. Can you verify whether that should still be possible or not?

Thanks for the great work!
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Postby gersen » Feb 8, 2003 @ 2:17pm

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Postby fzammetti » Feb 8, 2003 @ 4:17pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby gersen » Feb 8, 2003 @ 4:43pm

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Postby fzammetti » Feb 11, 2003 @ 8:47pm

I've just discovered a problem with this version. I just verified that this does NOT occur in the previous version...

When played on my stock Casio E-125, all MODs and WAVs output choppy. I've recorded what plays for you (ignore the occasional distortions, they are a result of my moving the PPC closer and further from the microphone so I could tap the images on the screen), here's the link:



I thought it might have been my code, but then I realized the same thing was happening with the blit sample.

Any ideas about this? I don't think it's a device-specific issue since as I said, the previous version worked just fine.

Thanks for your help, let me know what I can do to help...
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Postby gersen » Feb 11, 2003 @ 10:27pm

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Postby damian » Feb 11, 2003 @ 10:51pm

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Postby fzammetti » Feb 11, 2003 @ 11:06pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby gersen » Feb 12, 2003 @ 12:11am

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Postby fzammetti » Feb 12, 2003 @ 12:47am

Well, I've done no work to verify that's the point the click is heard, but I don't think there is anything else that could be causing it. I'll try and verify it tonight and let you know. I do hear the click when the blit sample is loading up too, but of course since my game is loading a lot more, it's more pronounced.

I look forward to the next release. I have to take into account the greater delay to start a sound playing now since a large part of what I'm doing is cut scenes where I'm trying to sync up lip movements. I'm not trying to get them perfect to begin with, the nature of the game is that it will actually look BETTER if they're not synced too perfectly, but after I put your fix in, my test scene of course has lip movements after the sound ends! Certainly not a big deal, and to be expected, but I have to take it into account none the less.
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Postby gersen » Feb 12, 2003 @ 12:19pm

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Postby fzammetti » Feb 12, 2003 @ 6:07pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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