I recently resurrected the source code for an old DOS game called "Carrier Command", and it's building from source and running nicely in doxbox.
When it was released in 1988, sound cards hadn't really arrived, so it just used the PC speaker. I'd like to add Sound Blaster 16 support, but would like to talk thought the ins and outs of samples versus FM first.
Is here a good place?
Regards
Ian
Adding Sound Blaster 16 audio to an old game
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That's kinda a specialized and tech question you ask.
Me thinks you'd better ask such thingies@
http://vogons.zetafleet.com/index.php
Me thinks you'd better ask such thingies@
http://vogons.zetafleet.com/index.php
wardrich wrote:The contrasts in personalities will deliver some SERIOUS lulz. I can't wait.
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- Posts: 3
- Joined: Sun Jan 23, 2011 3:47 am
Thanks, will do.
My current thinking is to use the FM synth for background (engine etc.) noises, and as it's similar to the chip in the Sega Genesis, I can use a fair few ideas from the port of Abrams I did for that platform. I got a bit carried away there and even did depth cued and doppler shifted helicopter effects!
I might do explosions etc. the same way, or these could be samples. It's the singleton nature of samples that bothers me.
Regards
Ian
My current thinking is to use the FM synth for background (engine etc.) noises, and as it's similar to the chip in the Sega Genesis, I can use a fair few ideas from the port of Abrams I did for that platform. I got a bit carried away there and even did depth cued and doppler shifted helicopter effects!
I might do explosions etc. the same way, or these could be samples. It's the singleton nature of samples that bothers me.
Regards
Ian
Ian