Sunday, October 1, 2006

XeO3: Sounds....V2

Weel, I've gotten 2 channels...almost - but good enough I think. Basically, I now have 2 full effects playing and both use ADSR envelopes, however channel 1 (Square wave only channel) will now check to see if its ADSR value is bigger than channel 2's sound. This means that either channel can get louder if sounds overlap, but you don't really notice that much, and having 2 channels is much nicer.

I'm also starting to feel the pinch, and memory is becoming tight. I've had to do my first code shuffle since code space was over running, so I've moved lots of local function variables into the games DATA area, which I've now expanded by 2k to make room for it. This isn't something thats gonna improve, it'll just get worse. It also leads me to wonder what the hell Im gonna do for a front end! Theres just NO space left for one, let alone character sets and all. I'm not a big fan of "loading" front ends since this is really bad news when you first start playing a game and get killed a lot, long load times don't make for a fun game.....

Speaking of long load times... I'm looking at the memory map and ralise that I'll need to load 3 seprate files per level; it would be much nicer if I could make it one big one, load times would drop quite a bit. I'll have to see if its possible to shuffle things around to be able to do that.

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