Re: [MSX] Newbie! And PSG advanced programming

2003-02-03 Thread Maarten van Strien (cs^tbl)




My initial question is the following: how can I produce a vibratto 
using only the PSG? I was amazed when I heard MATRA's productions music 
and sound featuring only PSG support. I guess that I have to combine 
envelopes and change simultaneously the frequency. Am I right?

The most natural, human-like, vibrato is what you should aim for.

To do this, make sure your vibrato routines have:

an attack
an offset to control the vibrato-output ( so, like:.. [+0 +1 +2 +3 +4 +3 +2 
+1]   )
random fluctuations to the amplitude of the vibrato
random fluctuations to the speed/freq of the vibrato

and for the real freaks:

random fluctuations to the attack of the vibrato
velocity controlling the vibrato depth
velocity controlling the vibrato attack

greetz

\/\/ .

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Re: [MSX] Improvements Meridian in reference to the fair in Oss

2003-02-01 Thread Maarten van Strien (cs^tbl)


How about CTR?



anyone for 'MID' ? :)

\/\/ .

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Re: [MSX] Status Meridian 2.2 with MoonSound integration

2002-12-10 Thread Maarten van Strien (cs^tbl)


 3 can you make multiple instruments out of a single sample?
Don't know for sure. If the Opl4 is capable to do so, I don't
see a problem.


MBWAVE can, but iirc and afaik, only with the internal voices, not with the 
custom loaded samples..

\/\/.

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Re: [MSX] Status Meridian 2.2 with MoonSound integration

2002-12-06 Thread Maarten van Strien (cs^tbl)
At 01:06 AM 12/6/02 +0100, you wrote:

Hi all,

At the moment I'm very busy working on Meridian 2.2 to intgrate
the MoonSound into it. The playroutines in Meridian has been


good~~!!

more questions :)

1 can each fm-tone/sample in a 'combi' have their own volume/pan/pitch/detune ?

2 can you put instruments with a long release on 1 channel, where they all 
continue fading out using another channel internally (the midi-way) ?

3  can you make multiple instruments out of a single sample?

4 is it possible to add a random delay to each voice (customizable 
ofcourse) so that they don't start all exactly at the grid? (which makes it 
sound static)

5 is there some kinda volume-ramp between samples/fm on 1 channel to avoide 
those nasty ticks ?


more questions will follow for sure


grtz, \/\/olf

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Re: [MSX] Status Meridian 2.2 with MoonSound integration

2002-12-06 Thread Maarten van Strien (cs^tbl)
'jurassic parc', the movie we've been waiting for for 65.000.000 years

'meridian for moonsound', the tracker we've been waiting for for around 9 
years now..

is it around 9 years now?? boy, time flies when a computer is dead .. most 
of its users must be like zombies now  :)

\\/\// ...






I'm right about the zombies..right ? :)

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Re: [MSX] MSX contest

2002-11-19 Thread Maarten van Strien (cs^tbl)
At 10:21 PM 11/19/02 +0100, you wrote:

Hi

Take a look at:
http://www.msx.org

Greets
P.S: Wow!


hey, that sounds like kopspijkers in beeld :)

you'll soon get ppl placing their msx in the weirdest places all the time :)

\\//\\//


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[MSX] oke tv :)

2002-10-09 Thread Maarten van Strien (cs^tbl)

for the dutch ppl,

Since a few days, Telsell (yeah, the one selling you fitness stuff and 
kitchenknives on TV :) has finished the editing of OKE TV. Since I was 
asked to compose the music for it, there's now again some authentic wolf 
music out in the air.
The leader is loud 'n clear.. the rest is hardly audible.
It's on Net 5, from 14:00 - 15:00, daily! (a part of Via5, as your TV guide 
will show you)

The spots/video/comercials/whatever you call it, are quite funny to watch.. 
all were made in less than 2 months. Especially the cook is a story by his 
own :)

Do with it what you want, if you don't watch, neither do I :-)

cu.. and goodnight ... have a sleep on your special head cusion you got out 
of the patented vacuum bag, while using the abtronic to dream about the 
cocacola toy truck you can order for only 99.95 euros :)

(and yes, you see an adult showing and playing with a toycar :)




ohyeah, the car has working lights!

/\/\ . /  \/\/ .

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Re: [MSX] Inventarisation of Moonsound users for Meridian

2002-10-01 Thread Maarten van Strien (cs^tbl)

AHeh, but now I can't play midi-files at all. Say (hypothetical situation), I
download a midi file off the web with... Uzix or something. Currently, I
can't play it on my msx at all!! (ok, ok, that's a big loss :)). Anyways,
it's still better to be able to at least listen to them, even though they

Playing midifiles on a moonsound would be like trying to put an elephant in 
a fiat panda.
Why waste the effort? Well, ok you could make a seperate midi player orso, 
but I wouldn't want to see a tracker (to be used as a serious replacement 
to mbwave) based on the *kuchkuch* midi format!

might sound like shit. I know, I know, it's indeed more of a practical view
on the situation that a composer's, but alas, it was the first that came to
mind 'cause the MoonSound *has* got a midi sample set and I've wondered and

yeah, some sample-set:) *kuch*

  lacks volume-ramping (meaning that you hear ticks between notes on the
same
  channel).

Voltage-ramping sounds great, and 24 channels are definately enough imho.

voltage ramping? :)

However because some of the limitations of MoonBlaster composers sometimes
have to use two sets of channels alternatingly so that they can in the
meantime make some new settings on the other one...

well, mainly I'm using more channels to prevent those ticks, and to make it 
sound better. Anyway, this way of composing is a real pain, it would be 
better to include something like (PC) Impulse Trackers's NNA system. This 
means that a note on a channel continues playing (or fades out with some 
speed) when you enter a new note on the same channel. Basicly this means 
having editing in visual channels and the player managing internal 
channels. There's a world of difference when you use a NNA-type system.


Imho, frequency tables shouldn't be used at all. Just calculate the
frequencies, based on a 'free' base frequency, live in the editor (if that's

yeah, ofcourse it is, I had the idea that the humble Z80 got too hot for 
that :)


/\/\ .

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Re: [MSX] Inventarisation of Moonsound users for Meridian

2002-10-01 Thread Maarten van Strien (cs^tbl)


  channels. There's a world of difference when you use a NNA-type system.

That would require a lot of channels though... Wouldn't it be easier to, for
example, fade out a channel at a really high speed right before the next
note instead?

depends on what channels you mean, internal channels won't exceed 24,but 
visual channels can be any number ranging from 1 to 10.. but lets asume 
that we limit the visual channels to 24. When you play 4 notes in 1 visual 
channel (and all notes continue), internally it uses 4 channels, it's the 
same as spreading those notes manually but this method works better. I 
mean, face it: you don't want a split melody, spread over 4 channels, it 
looks messy and you're way less flexible. (in most cases then, you're just 
copying/pasting patterns and replacing notes with others that way, just 
because it saves you work) Your midi equipment works this way too!

Naa it's not that slow a processor... 24 divisions within one interrupt?
It should definately be able to handle that. However, don't expect a game to
be running in the background while you're at that ^_^.

ah, in that case, there's still hope :) anyway, what's the intention of 
such a new tracker then? making tunes for a music disk or making tunes for 
a game ?

/\/\ . /  \/\/ .

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Re: [MSX] Inventarisation of Moonsound users for Meridian

2002-09-29 Thread Maarten van Strien (cs^tbl)

At 06:09 PM 9/27/02 +0200, you wrote:
Even the mere possibility of playing MIDI files on MoonSound alone would
already be great. Adapting Meridian for MoonSound use would be even more
awesome, 'couse I really have to agree with you on that Moonblaster is
limited in its possibilities.

aaargh! PLEASE forget about midifiles!!!

Playing a midifile on a moonsound is the worst idea in the history of bad 
ideas! This would be the same as converting a score (from a random book you 
buy in a music shop) to, say, fm-pac or/and msx audio. It just doesn't work 
that way! It will definitely sound like lamer-plastic. Listen to microcabin 
FM tunes, do they sound like the average casio dinky-toy you bought in the 
80's? Nope, Micorcabin tunes sound better, but those keyboards mostly had 
the same chips, or at least comparible chips. I mean to say that if ppl 
spent some programming on dinkey-toy keyboards, they can sound way better 
aswell. Midifiles can sound good on your 2000$ Roland/Korg/Yamaha etc., but 
these models have at least 2..8 dsp functions onboard (reverb, chorus), 
filters, and way more ROM for their instruments. Surething that midifiles 
sound good then, have you ever tried to connect your msx audio to a reverb 
unit? You'll be surprised how fat that can be! DSP chips can make the worst 
casio sound reasonable. Anyway, even on mid/high-end keyboards, midifiles 
sound dull. Who the hell needs that 'gunshot' or that insane 'bird tweet', 
not to say that the 'fretnoise' sounds like an old granny with breathing 
problems. You have to thank Roland for this stupid setup, it was their 
idea!  :)

Anyway, the moonsound doesn't have DSP chips nor does it have reasonable 
ROM sounds (let's face it!). So, to compare it with the world around us, 
you shouldn't use the card like that. The BEST way to get big sounds from 
the Moonsound is to carefully program it.. pay all attention to details and 
don't ever try to accomplish things the same way you're used to do with 
your other normal keyboards/synths.

So, let's judge what we have then:

24 wave channels, playing ROM and RAM samples. Yeah well, the initial 
release should have had the full 512kb, now we're stuck to 128kb as not 
everyone has 512kb.. (and downsampling isn't an option as many samples 
probably are already 11khz/8bit :)   I can guarantee that 24 wavechannels 
are far enough channels for most of our tunes, although it (or mbwave ??) 
lacks volume-ramping (meaning that you hear ticks between notes on the same 
channel).
Unfortunately there's a number of limits in mbwave whichs prevents good 
voicecontrol; (based on the version I used some months ago, didn't use it 
much lately) unable to make more instruments out of 1 sample, bad frequency 
tables (try to copy some ROM strings to it, you can't get it in-tune!) and 
some minor things.

The pattern editor: many peoply will say that they want more events per 
track. Honestly this is the least important issue! (surprised?) It's not 
unimportant, but there are things that really have more priority. Mostly 
they are simple things like channel-naming, quick mute/unmute keys, more 
pattern-scan levels/stages (to prevent waiting seconds when you're working 
in position 150 orso). IMO there are 2 ways to give the user more freedom: 
multiple events per step OR an advanced instrument editor. This instrument 
editor can provide special 'new' voice controls like pitch-envelope (which 
is basicly automaticly pitching like [C 4]-[P+3]-[L+3]), custom LFO (for 
pitch/volume/pitch/FM brightness) including a smooth random pattern (to add 
analog/acoustic fluctuations, you'll be amazed how much this can do!) and 
random timing differences (to make all things less static).

FM: FM rules! Actually I think I'd use FM rather than Wave :) With FM you 
can polish and tweak until it's right, but above all: it doesn't sound 
lo-fi! FM-strings/pads can sound better than those in the ROM. The ultimate 
pattern-editor has 24 wave and 18 FM together.

- The most important rule to remember is: better a good synthetic sound 
than a bad pcm sample. -

darn, it's past 00:30

anyway, it would be great if meridian could be the package we're w8ing for 
since 1994 :)

ttyl... (Zzzz..)

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concert... sligtly OT :)

2001-10-24 Thread Maarten van Strien (cs^tbl)

Hi all

basicly meant for the dutchies, but to avoid 20623 replies with plz post 
in english I'll do it in enligsh :)

I've plans to do a concert next year in Holland (date unknown, but probably 
spring or autumn). This is NOT a synthy muzax3-like event but pure 
orchestral. (So, don't expect J.M.Jarre lasers and banana-shaped synths or 
so.. :)

The first idea I had with 1 of the producers was to have 50 string players, 
14 brass players, 14 woodwind players, a 10..20-piece choir and the usual 
percussion (timpanies, harp, triangle, snare etc.) SO, roughtly said, a 
90..110 piece orchestra, which is rather big..!

Theme of the piece (estimated about 1 hour in length) will be fairytale. 
For the few film-fanatics under us: expect a mixture of John WIlliams' 
Close Encounters, Always, Hook and Jerry Goldsmith's Legend.
Also some classical influences, like Holst, Ravel, Debusy, Stravinsky etc.

Anywayz.. are there msx users or EX msx uers interested in coming to such a 
concert ? (we need to estimate the number of visitors.. etc.) It's not a 
scene-thingy by the way.. but aimed at the normal average citizen. But 
since I probably use some themes I once developed on my MSX and since I'd 
like to do something in return for the nice credits ppl gave me in the past 
years, I thought I'd ask here :)


grtz. ~\/\/olf~

Maarten van Strien (bc)
- composer
- sounddesigner
- Ixalance-sound developer

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Re: concert... sligtly OT :)

2001-10-24 Thread Maarten van Strien (cs^tbl)


Just one question: At what location (or area) will it be held ?

Sander

dunno yet.. the producer has to agree with the project first :) which I'll 
know in about 2 weeks.. (but he likes it.. so it's more a matter of sorting 
out organisation stuff) but probably it will be in the centre of NL. .. 
Utrecht, orso.. or surrounding cities.. It's not just a matter of finding 
some old school with a large stage orso. 90--110 ppl is an incredible LOT. 
And not every stage suits the project.
In january I recorded 30 string players and a piano for a dutch movie, 
recorded in the concert hall of my uni. This stage was already pretty 
filled-up.. this orchestra was only 1/3 in size ;)

l8r

Maarten van Strien (bc)
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- sounddesigner
- Ixalance-sound developer

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Re: KSS Kingdom - update for October

2001-10-18 Thread Maarten van Strien (cs^tbl)


Might as well let those interested know that I've updated the KSS archive
with some tunes. Music-disks such as Muzax, Carbuncle's Big Band, UMF Houz
and more converted into the KSS-format.
Enjoy!

hehe, this sounds like a good idea :)
hmm muzax 3 simulated ? I wonder if all the instrument-change stuff will 
survive :)

big bad 


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Re: Japan, here I come.....

2000-10-09 Thread Maarten van Strien (cs^tbl)


Cya all in 3 weeks, I am going to Japan to see some shrines;-)

Anne

WHY is everybody going to Japan ? :)

\/\/






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RE: A good idea?

2000-10-09 Thread Maarten van Strien (cs^tbl)


lot of assembly code for a couple of games. (3 of 'm to be exact) Also 
Gerald Stap from MSX club de Amsterdammer has a game in development: 
"Ugh!" from the PC game.

yeah ;) Ugh! :) *kUgh* *kUgh*


P.S. Wolf, don't you have some game music left? ;)

the music that was ready for those millions of games from you were released 
on muzax 2 and 3 I believe :)

and NO... I'm TOO busy for new projects :)

-
for all dutchies: zaterdag avond, nederland 1 (EO) draait het programma 'de 
4e dimensie' al weer een tijdje met mijn leadertje/bumpertjes. En een dezer 
dagen hoor ik of de AVRO akkoord gaat met de muziek voor ZIPZOO (5 jaar x 
52afl.) (donderdag 17:23 nederland 3)...
-

grtz

\/\/




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hmmm

2000-08-03 Thread Maarten van Strien (cs^tbl)

err...


Did I miss something.. or is it not MSX like our MSX ... ?

anybody ?

check diz:
ftp://ftp.scene.org/pub/parties/2000/plutonium00/results.txt

grtz :)

\\//\\//



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msxx!!!!!!

2000-08-03 Thread Maarten van Strien (cs^tbl)

yes!

I want to add.. that @ plutonium 2000 an msx demo beats a pc accelerated 
demo :))

now.. that's something :


harharhar
Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
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No Subject

2000-08-03 Thread Maarten van Strien (cs^tbl)

http://www.niksula.cs.hut.fi/%7Esnlehton/plutonium2000/Demo/bw-nl.lzh

get it here probably !

enjoy



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Re: About the new MSX: what do users think?

2000-07-13 Thread Maarten van Strien (cs^tbl)


If you want to make demo's/games for pc or something, you have to be very
good and you've got to use profesional hardware to get some respect, and
even to get noticed..

This would mean that the pc-demoscene is some cold graveyard ?? not at 
all..! It's true that most pc-sceners started on c64/amiga/atari but @ my 
group for ex. the 3 main dutch coders started on msx(2)(2+).. and Nix (who 
worked at Eidos, and now converts pc games to dreamcast) is ex-The New 
Image ! .. The main difference between msx/c64 and pc nowadays is that on 
pc's all gfx-fx are official methods. It's just "who has the fastest 
engine".. the MSX/C64 on the other hand is pretty slow (too slow for the 
official way how to produce an effect) but has some nice hidden hardware 
tweaks.. and that's the fun part..

believe me.. since parties allow hardware-accelerated cards (tnt2, geforce 
etc.) most demos look smooth and boring!

colleges here start to make demos for the color-gameboy.. just to find out 
that tricks again..

so, a new msx can go 2 ways.
1 a fast beast so that anyone can do fx the official way
2 a trick-box with limitations here and there but with alot of hidden stuff 
to discover..

let's choose one of them :)


\/\/



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Re: Microsoft SuX

2000-07-13 Thread Maarten van Strien (cs^tbl)


  Does somebody know if MSX is really MicroSoft
eXtended? I can't believe that... The MSX couldn't be
designed by the same company that makes all this crap
that has turned into a "software standard" today. (Not
in my computer)

so.. did you like ms-dos 6.x ?  :)

windows isn't the most stable platform around.. nope.. (and that's an 
understatement :) but at least ppl in shops know that they can buy anything 
they see.. because wintel is pretty standard. That was once the reason why 
MSX was created, remember? Even when M$ deserves several punishments (axes, 
knifes, you name it.. I'll give them :) at least they made it good job by 
forcing a standard..

don't get me wrong.. there are several moments each week when I'm getting 
red of anger when  I get that "this program has performed an illegal 
operation and will be shut down" text again!
But 100% dummies (like my dad ;) can buy any product from a store.. that's 
worth something too..

\/\/




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Re: Mailinglist..

2000-07-10 Thread Maarten van Strien (cs^tbl)

there are some exceptional busy weekends now and then.. :)

100+ msg is not a problem... but wasted time because of all those 
signatures and 90% qoutes *IS* !

is you qoute: use the lowest 2..3 lines, insteaed of a complete alinea :)

and don't qoute mailinglist/personal-signatures neither!

have you ever thought of that "crappy slow Casema" users who need 20 mins. 
to get their mail ?? :) (ok ok.. I'm in 4 other lists too :) but this 
msx-list is the most crowded list of all !

grtz

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
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Fax: ++31 (0) 346 579 745
-





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Re: Mailinglist..

2000-07-10 Thread Maarten van Strien (cs^tbl)


.. and then he includes a signature of hiw own being 10+ lines long,
whereas netiquette prescribes 4 lines max ;-D

  Eric

gotcha! I was waiting for the 1st one to reply about my sign. ! and you won 
a lollypop! congrats! :))

.. it was more about QOUTING signatures!

m



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RE: About the new MSX: what do users think?

2000-07-07 Thread Maarten van Strien (cs^tbl)

hmmmz new msx ...

I think a computer is dead when there're only some freaks left, and no 
prof. company. I think that after the Microcabin-era it was done commercially.

Why a new MSX ... ? The risc of new developments is hardware production.. 
remember how expensive the OPL4 was ??

Why not make an OS for PC.. (eastern-os) which can use all PC cards 
(soundcards, videocards, network etc. etc.) and can acces harddisks etc. 
The OS could start in BASIC or DOS like we used to.. and basicly you can 
run about everything.. it's a bit like emulators nowadays.. but I don't 
know if it's possible to make an OS which doesn't just emulate MSX, but 
*is* an MSX. The only difference would be that you use other chips.. and 
that it would be faster (I hope)

oh.. and don't start with discussions about that a real MSX has a cassette 
port :)

Some colleges here @ my work might get hand on a developers-kit for 
color-gameboy. And they don't plan to make games, but to do little demos! A 
real CGB scene will come-up trying to get all from that small thingy.. this 
is about the same with the MSX scene.

the advantage of an MSX in PC would be that msx'er can use all videocards 
(play quake-like games :) and use new cool soundcards. and ofcourse.. use 
athlons as well :)


anybody ?




Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games - This list is getting crowded! Keep it down a bit, please!

2000-06-05 Thread Maarten van Strien (cs^tbl)


It's not an argument. It was a remark. But I will quit writing about this,
since the mailinglist is getting way too crowded! more than 100 messages in 2
days... Tsk!

hehe :) sorry I started it once :)

my punishment: I got 163 msg too today..

\/\/




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Re: games

2000-06-05 Thread Maarten van Strien (cs^tbl)

I don't know how much feedback this will give:

but can you all change the topic to "games (development)"

for _technical_ discussions about the engine (sprites/gfx, 
object-properties etc., movement, tools, the coders etc. etc. )

and the topic "games (discussions)"

for all others (TR yes/no, FF7, blahblah etc. etc. etc. etc. etc. etc. etc. 
etc. etc. etc.)

grx

\/\/



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RE: games

2000-06-02 Thread Maarten van Strien (cs^tbl)

sofar the whole 'games' issue ended up in converstions about a turbo R 
being an msx, selling 20 copies of a game, the PA3-engine and the 
scrolling-quality of SD and Xak

--
so: exactly how many ppl here are still seriously about making a 
scrolling-rpg engine like stated a few weeks ago?
--
my opinion about the issues above:

computer: on an msx2 standard: SD was a cool game, DS6 was a cool game, 
Xak2/3 was cool.. so MSX2 is good enough for a scrolling RPG. ok.. maybe 
the scrolling isn't 100% but a game is not a 
30-screensplit-400colors-multiscroll-demo like we used to make 5 years ago. 
It's a game. and as SD proved to be konami's biggest MSX-hit I don't think 
anyone has to bother about the scrolling, the story, gfx and music were the 
popular elements.

selling copies.. well.. do you want to get rich of selling msx-games? 
suppose you get 20$ clean in your hands for each game.. x 20 games is 
400$.. divided by about 4 persons is 100$, for 8 months work :) Even in an 
economicaly broken country like the Chech-republic average ppl get 350$ per 
month. So: just make the game, make it PD, put it on some site and make 
sure ppl can run it in some emu. who care$ about selling is at the wrong 
platform :)

PA3: A nice initiative, but I miss the scrolling :) (no offence P ! :) 
We'll see what happens with this engine.
If we get tired of RPG's after a while.. what about an aleste-engine, or a 
platform-game engine like Usas... also nice games!

The point is: keep this conversation a bit more creative and forget about 
all irrelevant discussions..

grtx
Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
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Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games

2000-05-30 Thread Maarten van Strien (cs^tbl)

yo all

sorry for this small attachment, but some msg here are as big as this 3kb 
zip file :) so.. who carez..

this is a quick thingy I did this weekend in QB.. it's a peach-up 4 
engine.. with scripts :) without babes, but WITH true line/pset gfx :)

the peachup.txt is in fact an ascii QBASIC file... so rename it.. and try 
to load it in QB.. I dunno if it works in visual basic too... guess not :) 
anyhow, if you type qbasic in a search engine.. you get tons of links.. so 
I guess there SHOULD be some download somewhere..

this engine contains same basics about rpg, map displaying, items etc. etc.

and take notice of the fact that anyone can make gfx (see the makegfx sub, 
which could be loaded from disk ofcourse) and levels.

and if someone wants to convert this to asm / c (++)  to use as 'engine' 
whatever... feel free to use this source!

grtz..
 Peachup.zip

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
-





Re: games

2000-05-26 Thread Maarten van Strien (cs^tbl)



What exactly is a trigger?

a trigger (some unique number) is used to force special actions..
like: if you step on a trigger (invisble to the player, in most cases), 
like when you try to enter a room. then the trigger can cause a demoscene 
coming up with saying: "you're not allowed to enter!" when something is 
done (you found some crystal or something) internally remove the trigger, 
or set the trigger non-active and you can walk trough. Or a trigger could 
be like in sd-snatcher, when you enter the first building @ the start of 
the game, what's-her-name speeks to you but actually she's just gfx and NO 
NPC. SO, the DESK itself is a trigger to get a conversation.

Hmmm, I seem to use the term "birdview" for a different view than you do.
Does anyone know for sure, what is the Metal Gear type called and what the
SD Snatcher type?

in MY eyes: birdview is like metalgear, sd-sn, ds6, xak, fray etc.
top-view is like bastard. where you can't stay behind a wall.

moving your player in a map should be top-view to check for wall's  
triggers. display should be birdview (display has nothing to do with 
collisions  triggers!)


  * walk area width + height (if the story tells: "you'll find the doctor in
  the hospital" you don't want the doctor walking away :)

Not just width and height, the entire rectangle should be defined. Maybe a
rectangle is limiting, but I think defining non-rectangular areas is too
complex. Unless we define them on a tile-by-tile basis, like in the data
map.

yeahyeah.. width+heigth AND x offset + y offset is rectangle yes :)

I think a rectangle is enough.. since most buildings are rectangle-shape too..


  * random walk or predefined route !!

What about a pointer to a movement algorithm routine? That would even work
for the player character (PC), it could call a keyboard + joystick read
routine. The advantage is that it would be easy to make the PC follow a
predefined route during certain scenes (this can be seen in many RPGs).

hehe :) like strategy games on pc.. like starcraft.. using mouse as pointer..
and what about pathfinding ? this recursive stuff is really hard to make!
I think a predefined route would be alot easier..


  * bitmap gfx for use in the statusbar (like in sd-sn)

I think not all characters should have this. It looks real nice, but it
does require a lot of graphics, putting a burden on both the GFX artist and
on the VRAM.

I don't think the amount of gfx/music artists is the problem here... the 
coders are!



By the way, you seem to assume a separate battle screen, like SD and PA3.
Battles in the playing field are also possible, like Ys and Xak. An engine
for that may be more complicated, so we shouldn't attempt it at first, but
it could be an option once the engine is more mature.

well.. atleast support both ways.. a seperate fightmode is more classic, 
and is more strategic fun (healing, magic, escape etc... ooh.. those old 
days :)

It seemed Laurens wanted to rush into coding phase right away.

I did in too..  :) and everytime I was going too fast.. result: re-program 
again :)

\/\/

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games

2000-05-25 Thread Maarten van Strien (cs^tbl)


  Okay, then stop talking and make an editor!

Good design includes that you don't just start programming, but decide
exactly what it is you want to make first.

and I guarantee you forget something.. really.. this will happen!


Another issue: how should properties of tiles be handled? For example, what
tiles you can walk through (open ground) and what tiles block you (walls).
And there could be tiles that cause damage (lava, thorns), or cause your
movement to become different (ice, water, strong wind). Or tiles that
trigger special events (character or monster appears, sound is played,
secret is revealed).

tiles that cause events should by my opinion be handled by using triggers..
like I drawed before:


*.*
*.*
*.*
*.*


could be a walk-map with walls.. collision with walls could be checked by 
using top-view style rpg.. but drawing ofcourse is 3d/birdview

like stated before: you indeed need atleast 2 maps, one gfx-map and one 
data-map. I think a forground-layer can be defined, also in de datamap. 
This requires special gfx setup, like: see-trough gfx like fences must be 
drawn at the top of a picture (first line with dots) with the forground 
part, seperatly drawn right below.
so, by using 2 maps instead of 3 you save RAM.

then a data-map looks like:


*.*
*..ww...W*
*.*
*.*


with "w" as seetrough fence and "W" as non-seetrough fence..
but maybe small chars could be used for gfx and capitals for the same dot + 
a trigger command!


And animations haven't been discussed yet. Sprites (either real VDP sprites
or copied sprites) are necessary and maybe we also want animations in the
background (like YS3) or in the foreground.

each non-human-controlled player should have info like:

* what gfx (l/r/u/d)
* walk area width + height (if the story tells: "you'll find the doctor in 
the hospital" you don't want the doctor walking away :)
* random walk or predefined route !!
* walk-speed (young kiddy's run, while old granny's hardly move)
* what txt it should say
* bitmap gfx for use in the statusbar (like in sd-sn)
* a trigger to go to fight-mode
* special actions when YOU come close (ds6, chickens running away in village)


Maybe we could first make a non-scrolling engine, like that of Pumpkin
Adventure 3. Once that works, the first games can be made and a scrolling
engine could be developed for the next generation of games.

I don't think scrolling is much different then non-scrolling.. wheter you 
move up player_x +1 or + 32.. checking for collision/triggers remains 
identical..


The same for the toolkit: I described some advanced features that would be
very nice to have, but most are not necessary to produce a game. So first a
simple toolkit could be made and features added later. But it's important
to have a structure that allows the adding of features.

that's what we try here...

\/\/

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games

2000-05-24 Thread Maarten van Strien (cs^tbl)

At 01:47 PM 5/24/00 +0200, you wrote:
On Tue, 23 May 2000, Maarten ter Huurne wrote:

   now that some ppl are discussing this issue, how many ppl are seriously
   thinking about coding such an engine.. ?
 
  What about setting up a public source repository? Something like CVS. Any
  interested programmer could look at the source and contribute to it.

And going one step further, why not set up a source code archive? I mean
old demos, games, and stuff that is no longer giving money to their
authors, and may have interesting routines for the rest of all. If you
like the idea, I can set this up in one of my company's servers.

well.. 2 coders on one project doesn't always mean that things go twice as 
fast..

so I think some dedicated coders have to do the project, but ALL of use 
here can discuss about features etc. An RPG is NOT easy to make! It's not 
really difficult to code, but alot of structure has to be clear before the 
coders start. And keep in mind that once an engine is done, the only thing 
needed to make a 100% game is datafiles! NO additional code!! So, the 
engine has to cover ALL needs!

Oh, and then something else: what about making the editing tools (map 
editor, sprite editor, dot editor, demo storyboard editor etc.) for windows ..?

\/\/



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Re: games

2000-05-24 Thread Maarten van Strien (cs^tbl)


why not just make them for the *gasp* MSX?

just run them in an emulator which is also widely available if you dont 
want to make
maps or whatever on the msx.

this is about the same...

even Konami used external pc's/whatever-non-msx to design games..

you'r rather use a fast compu for designing map's than a slow msx..
take a look at the Starcraft map editor.. that thingy rulez!

same goes for designing gfx.. (this could mean that you could do games @ 
office in your boss his time :))

\/\/



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Re: games

2000-05-24 Thread Maarten van Strien (cs^tbl)



And don't forget Mac users, they can use Java but I think some cross
platform libraries may not be available on the Mac.

hmm.. the whole concept actually was an rpg for msx computers, I don't 
expect msx'er to switch to a mac, rather to pc instead! coders might wanna 
use linux or something.. but I think the _main_ public would choose 
windows..  and it's the MAIN public we're targeting for!

\\ // \\ //
   \/\/




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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)

At 01:33 AM 5/23/00 -0300, you wrote:
Hey, I think it's a good idea to make an engine, and share with everyone!
And, about having too many games, with the same engine..well, this never
stopped of Quake 2, Unreal, Sin, Half-Life, Heretic 2.making sucess in


doom clones suck ! whatever the 'story' is.. it's 'shoot every thing that 
moves'

but an rpg like Lands of Lore ][ *is* fun to play.. even as it is a 3d engine..

I am not a very good programmer, but if the engine is easy to use, certainly
I would make games for it!

that's the main point here! I think there are lotsa ppl outthere who can 
draw and compose by themself but can't release anything because of coders 
slipping away to uni/pc..

   And..what's gamebuilder?? I have no idea, but it sounds interesting...

well. :)  if konami makes the story, gfx and music.. gamebuilder 'could' be 
ok.. :)

\/\/



Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)


  created. And it requires some extra calculations. But it is indeed a good
  idea, since it doesn't need extra (slow) copying.

Let's forget about an entire area covered by
fences, then. :) I guess some NES games use
this technique.

now some obscure "c script"  :)

fence -

map{
char "a" == grass
char "b" == fenced grass
}

draw map;
put player; (bitmap, no sprite!)
if player(x,y)==fenced grass{
 draw fence (without transparant color)
};

so if the player is on a fenced-grass-tile
then

draw grass;
draw player;
draw fence;

using this, your whole map can be fenced.. only that 16x16 player-block 
needs extra copying.. (and other map-people too NO sprites  :)

please, don't bug me about this 'c-code' :)


The main character could be sprite-based, while
others could be shapes. Is it possible? Is it
any good?

no!

all characters should be true bitmaps!

\/\/

(great! finally some useful activity in this list :)



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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)


I'd say more: you could draw the fences directly
in the tiles. When you have a character walking
"over" a "fenced" tile, you just have to put a
sprite over that particular tile. :)

well, this could be a nice idea, but with only 8 16x16 sprites at 1 row the 
gfx are limited..

lets say 4 sprites for a nice full-color fence for 1 player (you)
then there's only 4 sprites left for only 1 other player.

and maybe 4 sprites for 1 fence is not enough..
if the screen is NOT 'scrolling' or moving then not much has to be copied 
anyhow.. time enough to put that extra gfx on a fenced grass tile..

\/\/



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Re: games

2000-05-23 Thread Maarten van Strien (cs^tbl)



That's hard to tell, but I'd like to do some music. =)

exactly! there are MORE ppl who want to make an rpg than that there are 
coders available..

\/\/



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Re: games

2000-05-22 Thread Maarten van Strien (cs^tbl)

AIsn't it a cute idea to make a game engine (preferably an RPG engine) here
 in this list ? :) (not 1 coder but 20.. 30.. 40... by sharing sources )


Like GameBuilder? Hopefully not...

I expected at least one person to replay with "not like gamebuilder !"

and there you are Mari :)

I think it is a good idea to stimulate coders to go on with their work...
maybe they can share sources, but i think people don't like it when there
are several games that look the same (only other graphics and musix!).

does dragonslayer 6 look like sd snatcher ?

the only thing which differs is gfx, music and story (and the possibility 
to change the player (ds6))

the rest:

* big maps
* ppl to talk to
* triggers (items, demo's, talks, etc.)
* fight-modes

etc.

is the same.. which is the ENGINE only !

and about gamebuilder:

I still think that MetalGear/Solidsnake are the only succesful games in 
this engine-type.. if scene-made games look boring.. I think the gfx, 
music, story and 'english' :) are to blame here.. and maybe the engine 
too.. :) but a game normally is judged by gfx/music.

\/\/

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
Julianaweg 9, 3603 AP Maarssen, The Netherlands.
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
-





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Re: games

2000-05-22 Thread Maarten van Strien (cs^tbl)


  idea ? :)

I had the same idea for some time now. I already have a smooth-scrolling RPG
engine, however I've got to work on it again and add menu functions and,
well, all the things you said above.

Could anybody give me hints on how to program it??? Things like triggers and
storyline a

Example, if you reach a certain point all people running around in the game
change their text. How would I have to do that? And how would I have to
designate the texts to the several people. Should I give everybody a
designation??? Like people in the town of Astral "Ch_Astral001...999" or
something like that?

As I see it now, I was thinking of having just a big textfile with all
conversations and actions in it, and special commands like \mu lets the
character move 1 up, or \m3u (3 up), or \m22,33 (move to (22,33))... Maybe I
should simply use ANSI ESCape codes for this???

well ... actually, years ago I did some experiments in Qbasic.. (which is 
fast enough to run a full-gfx RPG !) but because I'm impatient and each 12 
hours I have to compose something.. I never threw myself into the deep :)

I figured out the following:

(*) a 8pixels scroll lik sd-sn. is easy.. not the problem here

(*) trigger can be like this:
make a map file with a char (like "t") as trigger.

***
*.*
*.*
*..t..*
*.*
*.T
***
(this will go wrong because of this font-type :)

where * = wall and "." is walk and T is a trigger on the wall (like 
watching a painting where you get some info (see sd-snatcher, the 
cunningham-room) you don't WALK to this point! only activate a trigger!)

you move your player and check for these chars (which in basic can be done 
with a$=mid$(map$(y),x+1,1) )

if you encounter an "t"

then do: TriggerNumber=y*MapWidth*x

then you get some unique number..

make a table with this numbers which refer to a txt/dat file with a script 
for that trigger.

(*) each room (without other rooms visual) is a new map-file

(*) if there is a door from room #1 to room #2 then this door simply means:
- go to mapfile x
- put player at pos x/y

the point is.. is such a door a trigger or simpy a door ??

(*) talks to ppl

each person has its own txt file, with texted, seperated by some char

if you talked to a txt-block.. then the index moves up.. with a loop adres
if you insist on talking to someone, while that person actually wants you 
to do something else..
after you did that action.. (which is a trigger !)
then that txt index moves up to a new location (AFTER that previous loop point)
and then you can talk again..

(*)

I coded a walking-algorithm few months ago.. with a pixel moving around 
random.. but then smoothed. so it isn't like white-noise :)) workes great.. 
it looks 'human'
this can be applied to random ppl in the scene.. just walking around..


now... is this of help ?

grtz

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
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Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: games

2000-05-22 Thread Maarten van Strien (cs^tbl)



Well at least in my engine I am really getting to the max. of the VDP. So
the characters won't move all the time (enables me to have more characters
on screen at the same time), more like step, wait, wait, wait, step... etc.
(like in a 1/4 measure).

why getting the max of your vdp... did konami do that ? did falcom ?
we are past the era of 100 screensplits, 4000 colors, copperbars, stretch 
etc. , aren' t we ?

the game should just work..  I guess the best screensetup is the playfield 
with the status bar below.. (1 horizontal color-screensplit)

main problems are:

* how to make a person walk behind fence? so that you still see parts of 
the player..

* walls that auto-cast shadows (which affect the player too when he walks 
there)

---

maybe it comes as a surprise: but IF there is an engine.. which works 
pretty well, I'm ready to make complete rpg game + gfx + opl4 music!! some 
mbfm mix probably.. always FM, always... :)  FM rulez :)

.. "never say never again", my favourite movie :))

\/\/



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Re: games

2000-05-22 Thread Maarten van Strien (cs^tbl)



I never saw characters getting affected by a wall's shadow in any MSX RPG.
The chars just stay the same and walk on. Underneath a door there often IS

I saw one ... dunno what game..

might be DS6 in the cave @ the 1st island..

\/\/



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games

2000-05-19 Thread Maarten van Strien (cs^tbl)

hi all..

how many dudes @ msx-land are still producing msx-games nowadays ?

I think a major problem in the old days was the small teams.. 2 coders, 1 
gfx, 1 music is pretty small.. and the risk that a game is 
cancelled/delayed was most of the time due to the coders going to uni / pc .

Isn't it a cute idea to make a game engine (preferably an RPG engine) here 
in this list ? :) (not 1 coder but 20.. 30.. 40... by sharing sources )

This application includes trigger stuff for auto-sprite-movement, 
story-demo's, items, doors etc.
Finally any person could make a complete game by only adjusting some 
design-files. (NO changes in the executable!), add gfx, add music, add 
story and done!


idea ? :)


Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
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Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: ...t'burg

2000-05-10 Thread Maarten van Strien (cs^tbl)

At 03:14 PM 5/9/00 +0200, you wrote:
Didn't see ya at all, Maarten... Would've been nice to finally meet
everybody working on MCCW.

I was there :) @ TWZ

However, I didn't walk that much.. **MAYBE** I go to bussum or something.. 
for some 'reason' ... ;)

so: in order to the 'Unrelevant msg' mail.. don't reply ;)

And if you DO reply.. at least make sure you don't quote all those 
unsubscribe signatures ;)

m



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Re: SEQUENCERS and TRACKERS

2000-05-03 Thread Maarten van Strien (cs^tbl)


  Now: IMAGINE what happens when a tracker suddenly DOES support all this
  features!! I give you a promise here that there is NO-ONE on earth with a
  cubase-based system who is faster than for example me with a good
tracker..
  and if you think this goes to far :) - challange me !

Hm, do I hear the Ixalance commercial tune in the background here? ;-)

hmm.. I don't :) this has nothing to do with ixalance.. :)

I just defend the tracker concept :)

lets put it in another way: the first time I let something hear (the end of 
a project @ school, 1st year, 1st project) ppl were surprised and asked me 
how I did it.. and if I said: "with a tracker" ppl didn't believe it at all 
:) and asked me why I didn't use midi/cubase.. and then I said: "you gave 
the answer yourself by asking me why it sounds like this!"

grtz




the point is: a good composer can make nice stuff with anything.. but a 
tracker comes closest to classical notation, the stuff mozart used :)

grtz


Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
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Fax: ++31 (0) 346 579 745
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Re: SEQUENCERS and TRACKERS

2000-05-03 Thread Maarten van Strien (cs^tbl)



I can read music scores and I still find it very obscure.
I've made several musics with FM-BASIC's MML and finally
finding FAC SoundTracker and later MB was a _relief_!

hehe :) a long time ago when I joined as composer @ the royal msx force (in 
the GENIC era :)))
I was a mml freak, doing obscure microcabin-alike drums and pitchbends in 
mml.. (I believe it was the Y command :))

I couldn't get used to fst back then.. so Tesla (coder) made a converter 
from basic-fst  :)

.. I never used it..  got used to the tracker concept  :)



  BTW, I NEVER use MIDI Keyboard to write the notes on
  Cubase/Cake :)   I always use the piano-roll ^_-

Even more cumbersome than using a tracker IMHO

@ that piano-roll you ARE using the tracker concept (ok ok, with the 
possibility to make triplets) but then WITHOUT the confort of a tracker !

grtz



Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
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Re: SEQUENCERS and TRACKERS

2000-05-01 Thread Maarten van Strien (cs^tbl)


Hmm.. I didn't read all new msg for today, so probably someone came up with 
something like this too, but I need to react to this tracker-chat. !


Trackers are used only to make dance music and
similar.

300% bullshit !! What you mean is that the USERS only do dance music. 
That's their problem.. Trackers are the ONLY utils that come close to 
classic-note-notation. Forget about the score-view of cubase/logic.. this 
isn't the right place to compose, only to prepare a score when your stuff 
has to be played by live-instrumentalists. Forget about the 
bars-in-which-you-record-notes too, this is slow, you don't see what you're 
doing, and it has to be done live. Now: this is good for jazz-ppl who are 
familiar to improvisations, but I personally think 20 times before I put a 
note somewhere.. so I don't have the time to come-up with something 
real-time. Well, then there is a microscope editor too, well, this would be 
a nice place to compose, but then again: you ARE using the midi-util as 
tracker here.. :) but then WITHOUT all comfort trackers give !

If you compare average it/xm/mod/s3m's to what you here from a big synth 
with midi: think of the following:

+ An average/good synth (lets take a JV2080 as average) has about 16mb or 
maybe 32mb of rom samples (depends on expansion cards too)
- a tracker features often less then 1mb of samples, based on the GUS memory
   and based on the fact that you don't just download 32mb from the i-net ;)
and based on the fact that these tunes are used in demo's which are mostly
   about 3-8 mb.. INCLUDING code and gfx/anims.

+ A good synth has dsp onboard (reverb/chorus etc.)
- a classic-tracker doesn't

+ A good synth has about 64-128 channels these days..
- a classic tracker has 16/32, IT has visual: 64 / internal: 255

+ A good synth has filters etc.
- a classic tracker doesn't

Now: IMAGINE what happens when a tracker suddenly DOES support all this 
features!! I give you a promise here that there is NO-ONE on earth with a 
cubase-based system who is faster than for example me with a good tracker.. 
and if you think this goes to far :) - challange me !

:-)

Will there be such a tracker ? - Impulse Tracker III  !
With Alesis involved and a salesman who deals with xxx.000.000 $ business 
cases, take this thingy serious !


This is I think about trackers:

FT2 is bullshit.

personally: yes :)

ST3 is bullshit.


well: NOW .. a bit ok, but is *was* good

IT is bullshit.

Hehe :) ppl who know me can guess what I think of this :)
Lets just say that I used IT to score big orchestral pieces for (small) 
movies, TV series, pop songs, (Ixalance)commercials.. so.. it ain't 
excactly bullshit.

MoonBlaster is BIG BULLSHIT.

hmm.. MB was fun for fm-pac/musmod
MBwave/FM is very limited to my opinion.

Not everyone is a professional in the
music industry and doesn't need
more than a "simple" tracker.

again: this ONLY depends on the user !

why else are we still use it and not some
10 kazillion gigahertz pc

I wish I had one of those pc's :)   10 kazillion gigahertz :))

to speak about music editors because there is no
good programs for MSX. It would be nice if we
had a good music editor.

does anyone use oracle ?? seems a strange question as I'm of fuzzy logic 
and came up with alot of ideas.. I never used it :))

Could you imagine if we got the editor used by
Microcabin?  We only can dream of this.

psg does alot ! and volume-instrument-change + note per step

psg does the most


I don't agree at all . Trackers are BAD
because they have 'phisical' limitations.
Using a tracker, MoonBlaster for example,
I cannot make irregular groups like
triplets, etc., I can't record live phrases,

with some tricks you can, in programs like st3/it



sample ram, ever heard of it?

yes !  my biggest tune up till now is 56mb... enough ? (it)


well.. it's a bit off-topic by now... :)

cu..

Maarten van Strien,
  * composer
  * sounddesigner
  * Ixalance-sound developer
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development B.V.
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...t'burg

2000-04-14 Thread Maarten van Strien (cs^tbl)

cu tomorrow !

\/\/ ()|_F

Maarten van Strien,
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  * sounddesigner
  * Ixalance-sound developer
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Re: hoogeveen

2000-04-07 Thread Maarten van Strien (cs^tbl)

At 11:48 AM 4/7/00 +0200, you wrote:
WOLF's MSX-meetings? :)

zo.. jij bent er snel bij :) dit mailtje was BAR OUD!!! :))

nopes.. geen partyhol :)) louter een gereedschap-hok, vogel voileres, 
opslag, en (toekomst) wolf-geluid-hok.

mzl

Maarten van Strien,
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Re: ixs

2000-03-13 Thread Maarten van Strien (cs^tbl)

OK..

Before the rumours start to lead there own life:

Here are some details about ixs!

It should be clear that the music consists of notes and samples, that's
basicly how any tracker works.

The current tracker we use is Impulse Tracker! The basic sound-scheme is
FM... rather familiar :)

The current audio tools we have (based on CRAPPY code by me in c++ :) in a
way MORE possibilities than the OPL4, but in another way, less
possibilities on other stuff too. It's a strange mix of functions  of which
nobody would believe it create such feaky sounds... (www.ambience.nl   -
64kb intro winner (a videocard and a t-shirt :))

These applictions are only in-house apps, creating FM-sounds, sequences and
synthpads..

We are busy here with rebuilding all.. the soundsystem will be a modular
system (with all kinda filters, oscs, envelopes, and more freaky stuff) and
the video stuff will be based on realtime 3d, like in TBL demo's...

Ixalance will become something like Flash.. and (we hope) within .. maybe 6
months or so..  for sell.. so anyone could make these sound files!

So, MBM conversion... hmm... not impossible, but keep in mind the we
PRECALC samples, instead of realtime generation (the realtime 3d needs all
the avialable time!!) If you use FM-scaling and such stuff there might be
some problems.. If you want to use a sample a few octaves higher, make a
new sample.. like wavetables.

Now, we ARE busy with a small stupid, but funny util, to create IXS files
yourself, but only with library samples! :( 
Will be released to make ppl familliar with IXS..

Any questions ??? ask..!   (and don't forget www.ambience.nl)





Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
We provide you with the world's best Gizmos. Desktop Commercials,
Screensavers, Desktop-themes, Ixalance(tm) Music, and much more...
Flawless technology and dazzling content at:
http://www.GizmoZone.com
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development BV
Julianaweg 9
3603 AP Maarssen
The Netherlands
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: ixs

2000-03-13 Thread Maarten van Strien (cs^tbl)

And considering GizmoZone as Muzax4? I'd rather see a full-fledged
*.ixs-disk as "Muzax4". But I'm happy ^_^

Download all ixs, put them on a disk, get a marker and write Muzax 4 on
it.. it's that simple..;)

\/\/




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Re: ixs

2000-03-13 Thread Maarten van Strien (cs^tbl)

errr..

I meant that www.ambienc.nl is just the party site...:)

This is the one:

ftp://ftp.scene.org/incoming/AMBIENCE2000/in64/pleasethecookiething.zip

\/\/




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ixs

2000-03-06 Thread Maarten van Strien (cs^tbl)

hi all..

It isn't really msx related but anyhow:

The new IXS player was released last saturday + two IXS new tunes.
2 more tunes are ready, and another tune will be used in the 64kb intro
compo @ ambience 2000. These new tunes can ONLY be played with the NEW
player (v1.10) so if you already have the old one (v1.06).. UPGRADE!

the tunes are mine ;)

Goto:  www.gizmozone.com 




Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
We provide you with the world's best Gizmos. Desktop Commercials,
Screensavers, Desktop-themes, Ixalance(tm) Music, and much more...
Flawless technology and dazzling content at:
http://www.GizmoZone.com
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
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Re: F1 Spirit

2000-02-28 Thread Maarten van Strien (cs^tbl)

At 11:06 PM 2/25/00 , you wrote:
At 12:23 08/02/00 +0100, you wrote:
more F1 Spirit II name proposals:

- Jos ;-)
- Zandvoort  co
- High Gear ( I like this one...)
- F1 Y2K
- Formula MSX
- Put the pedal to the metal (bit looong ;-))
- F1 Spirit 2000
- F1 Spirit II (why not?!)
- Xtreme Racing

   Well, have you ever seen a racing arcade from Konami, called "Midnight
Run"? You can read a familiar name in the box: Road Fighter 2... =)

   Whoosh? Nope, it´s more relationed to Star Trek...
   High Run?
   Low-fly?
   Sprint-Run?
   Streets of MSX World?   
   
   Hnmmm...


Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race
Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo-Race Mambo!!

:)))

(dutch: wat heeft iedereen toch met Jos :) hij is z'n wilde haren allang
kwijt! :)

\/\/()|_F



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Re: F1 Spirit

2000-02-11 Thread Maarten van Strien (cs^tbl)

At 04:37 PM 2/11/00 , you wrote:
Hey, now that's a nice name...



hehe.. sure :)

tnx to \/\/ /\ /\/\ /\/\ E S I guess...

uhm.. I prefer Race MAMBO above Race Manbow ...

mambo = more dutch... :)

\/\/()|_F

Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
We provide you with the world's best Gizmos. Desktop Commercials,
Screensavers, Desktop-themes, Ixalance(tm) Music, and much more...
Flawless technology and dazzling content at:
http://www.GizmoZone.com
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
-
Shortcut Software Development BV
Julianaweg 9
3603 AP Maarssen
The Netherlands
Phone: ++31 (0) 346 579 659
Fax: ++31 (0) 346 579 745
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Re: F1 Spirit

2000-02-10 Thread Maarten van Strien (cs^tbl)

 "Race Mambo"
 
 at least Wammes will play the game :)

I wonder if everyone gets this one *grin*..

Anne

I like this title sofar! :) For all outsiders: Wammes managed to type
'Space Mambo' MCM once, even a letter was placed in MCM about it, and AGAIN
Wammes typed 'Space Mambo'... 

Die-Hard :)anyhow... Wammes rulez!

\/\/()|_F

Maarten van Strien,
(composer + sounddesigner)

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Re: F1 Spirit

2000-02-10 Thread Maarten van Strien (cs^tbl)

At 12:55 PM 2/10/00 , you wrote:
What's wrong with space mambo ? (is the name false ?)

greetz dre


tell me this was a joke, was it ?? :))

W0lf



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Re: F1 Spirit

2000-02-10 Thread Maarten van Strien (cs^tbl)

At 01:33 PM 2/10/00 , you wrote:
nope ! I read it once a time ago written on a disk but the disk couldn't be 
read so i don't know (and care) which game
it realy was. But now you're talking about it i wanted to know which game 
was meant with it.

greetz dre

Space Manbow, by konami... like nemesis but then with very cool gfx and music.

grtz

Maarten van Strien,
(composer + sounddesigner)

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Re: F1 Spirit

2000-02-09 Thread Maarten van Strien (cs^tbl)

hehe :)

what about: 

"Race Mambo"

at least Wammes will play the game :)

\/\/()|_F




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Re: F1 Spirit

2000-02-08 Thread Maarten van Strien (cs^tbl)

do you use sprites ???

sprite spirit ?? 


Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
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Re: F1 Spirit

2000-02-08 Thread Maarten van Strien (cs^tbl)

hmm

I think you should do a route-name, something like Paris-Dakar(?)... 

"Zandvoort-Tilburg" ???

Or a car-brand:

"survival with a lada"
"the big skoda adventure"

:)

\/\/()|_F





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tv

2000-02-02 Thread Maarten van Strien (cs^tbl)

only useful for the dutch here: (to avoid complaining ppl :)

dinsdag a.s.
nederland 1
ncrv
17:36
"Bijbelse Beesten, het verhaal van de slang"
met originele MvS muziek :) (orkest enzo)

ga kijken/tapen

bbc heeft de serie gekocht... waarschijnlijk over een tijdje dus ook in
engeland :)
but by then I'll inform the english msx freaks.. also..

grtz:



Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
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re: soundmix.

1999-12-24 Thread Maarten van Strien (cs^tbl)

At 06:12 PM 12/23/99 , you wrote:
Please stop this spam.

Unless they playback or sing a tune of a msx game.


messageflows find their origin in an MSX-related message. You simply can't 
do anything about it, so please stop complaining !!

Rieks.

hmmm :) I saw this msg on top MONTHS ago :) aren't you a little late ??? :)


Maarten van Strien,
(composer + sounddesigner)

-
GizmoZone launched! (November 17th, 1999)
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Re: Authors for MCCW (MSX Computer Club magazine on the Web) wanted!

1999-11-16 Thread Maarten van Strien (cs^tbl)

What makes me sick is that if (for instance) the FutureDisk (I could
also name XSW) asks for articles, nobody reacts. If MCCsomething asks
for articles people rush off and start writing all sorts of interesting
things. If the things you have to say are of interest to ANYONE, then
for pietsake write them and publish them in still existing magazines,
don't wait until the MCCM rises from it's grave (if it ever does)!

hmm.. If I may choose between a web-magazine and a MSX mag/diskmag I choose
the web magazine. I can't deny that my pc makes more hours than my MSX,
which doesn't mean that I'm not interrested in MSX anymore, but reading an
MSX diskmag means in my case:

* giving power to the MSX
* wiping the dust :)
* connecting audio cables
* a loud hi frequent beep from my old philips monitor
* a blurry monitor screen (even WITH scart :) compared to my 19" llyama

A webpage means:
* goodlooking GFX
* when you have a hi-quality monitor it's like reading from paper
* midifiles in the background possible (not that I'm a fan of midifiles,
but when you have an SBLive! with an 128MB soundfont... well.. that should
sound fine :)
* You can read at your work/school/library/home
* developing the magazine is easy

again: I'm not here to level down any MSX-hardware/users, but when I may
choose between webmag and diskmag.. I take the first one...

MvS



Maarten van Strien,
(composer + sounddesigner)
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http://www.s-spline.com/
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Re: Authors for MCCW (MSX Computer Club magazine on the Web) wanted!

1999-11-16 Thread Maarten van Strien (cs^tbl)

 there is news now! We want to continue/restart MCCM on the Web, for
 now called MCCW: MSX Computer  Club magazine on the Web!

in general: I don't hope we get to read articles like:
* basic course #1
* review of nemesis 2
* pascal course #1
* C course #1
* using the PRINT commando
* everything about SET SCREEN
* another review of H.E.R.O.
* boring letters of people complaining about negative reviews of their product
* using that dtp thingy :)
* a list of dos commands

simply the stuff you use to fill a mag. because you HAVE to fill a mag. and
you don't have enough useful stuff..

If I may do a suggestion for the "art gallery", allow PC GFX too, like
msx-art (by using raytracing/3dsmax or whatever) by making the MSX-logo.
Only a few MSX'ers are gifted with drawing talents, yes, unfortunately only
a few.. 
So an Art-Gallery isn't a bad idea at all but if you only see crappy picta's..

MvS


Maarten van Strien,
(composer + sounddesigner)
-
http://www.gizmozone.com/
http://www.ixalance.com/
http://www.s-spline.com/
-
http://www.shortcut.nl/
mailto:[EMAIL PROTECTED]
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re: soundmix.

1999-10-08 Thread Maarten van Strien (cs^tbl)

At 02:46 PM 10/8/99 , you wrote:
Please stop this spam.

Unless they playback or sing a tune of a msx game.

spam ?  thanx to this spam, TFH goes mp3.. I don't see a problem..

feel free to change the subject... nobody does anyhow ...:)

mvs



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soundmixshow

1999-10-07 Thread Maarten van Strien (cs^tbl)

(dutch only!)

Yo, gij immer-solderende msx3 freaks :)

Een kennis van me (woont ook in Hillegom, heb 5 jaar op school gezeten met
haar)
staat zondagavond in de finale van de Soundmixshow!
Ze doet Edsilia na met dat vage songfestival nummer van 2 jaar terug. Zelf
zit (sta :( ) ik ergens vooraan bij de catwalk.

- Kunnen jullie me en plezier doen en voor haar gaan bellen ? -

Voor de verdere info: ik ga een bandje oprichten met haar, ze gaat
misschien-waarschijnlijk-wellicht-perhaps de titelsong van de nieuwe
nederlandse speelfilm zingen die ik met een kennis ga maken (met
waarschijnlijk peter faber), en tevens heeft ze Contour/TBL ingezongen.

mzlz: MvS (CS/TBL)





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Re: soundmixshow

1999-10-07 Thread Maarten van Strien (cs^tbl)

At 03:05 PM 10/7/99 , you wrote:
"Maarten van Strien (cs^tbl)" wrote:
 (dutch only!)

Hmm, this could sound silly to anyone who already knows it, but...
Are you the Crystal Score whose musics are in MSX Emulation Page?

err.. guess so :)

mvs/cs



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Re: soundmixshow

1999-10-07 Thread Maarten van Strien (cs^tbl)

At 03:05 PM 10/7/99 , you wrote:
"Maarten van Strien (cs^tbl)" wrote:
 (dutch only!)

Hmm, this could sound silly to anyone who already knows it, but...
Are you the Crystal Score whose musics are in MSX Emulation Page?
yes.. :) I checked the site (never did before  :)..

In fact, I've more msx covers @ home! but I only release MP3's nowadays..
that is: I only MAKE MP3's nowadays.. If someone is interrested.. gimme the
adres of a site where I can trash them :)

nope I don't have a site myself will not make one either ..

yourz: mvs



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Re: soundmixshow

1999-10-07 Thread Maarten van Strien (cs^tbl)

Well, then I must say your musics rock! :)
I like very much the way they're arranged.
I'd like to hear more of them, did you make
any other game music "arranges"? :)

hmm.. 3 minutes ago I already replied on TFH :) He had sort of the same
question..

- yes.. I made more.. but only MP3.. because a 2.5 Mb .mp3 is smaller than
a 60Mb .IT -

mvs

www.shortcut.nl
www.tbl.org





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Re: soundmixshow

1999-10-07 Thread Maarten van Strien (cs^tbl)

 - yes.. I made more.. but only MP3.. because a 2.5 Mb .mp3 is smaller than
 a 60Mb .IT -

Jeez! You must have quite a sample library...

[]s,
Parn

over 14 Gb.. 

mvs :)







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back again :)

1999-08-31 Thread Maarten van Strien (cs^tbl)

After a break of a month I'm back in this list!

And today I received 31 MSG! (You freaks :) about new hardware, aapjes, and
more stuff.. and I thought the black lotus were a bunch of clowns.. no
check THIS mailing list instead..

anyhow.. this is what makes MSX special.. I guess..

take notice that my email changed (@ work).. and If you got nope to do..
check www.shortcut.nl..

byeee.. and if you wanna shout.. mail me!

Wolf..

* Composer @ The Black Lotus
* Composer  Coder @ Shortcut BV
* Student @ HKU
* www.tbl.org, www.shortcut.nl





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fair..

1999-08-31 Thread Maarten van Strien (cs^tbl)

err.. I read about that music compo at the bussum-fair..

If you're still looking for a jury.. reply 2 me..

Wolf



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auth 99fd1df8 subscribe msx boor@shortcut.nl

1999-07-13 Thread Maarten van Strien (cs^tbl)




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Re: Wanted: graphic tablet

1999-01-02 Thread Maarten van Strien (cs^tbl)

At 09:21 AM 11/4/99 , you wrote:
Hello all,

I'm looking for a graphic tablet for my MSX: PHILIPS NMS-1150
Does anyone have one for sale, (pref. in NL)?

err.. ik heb er nog wel eentje liggen.. doe 'ns een bod :)

MvS



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