Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-13 Thread Ralph Versteegen
2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com:
 On Wed, Feb 11, 2009 at 1:55 AM, Ralph Versteegen teeem...@gmail.com
 wrote:

 2009/2/11 Kizul Emeraldfire kizulemeraldf...@gmail.com:
  It's a little difficult to describe, so instead I've uploaded a WIP of
  the
  game I'm working on to MediaFire, available here:
  http://www.mediafire.com/?njwcktiewky
 
  (was originally attached to the e-mail, but was apparently too large.
  ^^'
  Anyway —)
 
  When I start up the game and go to the Options menu/map (currently the
  only
  working item on the menu), the music fades as it's supposed to (via the
  Fade
  Music Out command in NES-Specific Scripts.hss — the command ends with a
  Stop
  Song command), but when I go back from the Options map to the Title map,
  the
  music doesn't seem to start back up. Hitting the Esc key to exit the
  game
  makes the music suddenly audible before fading it out, again with the
  Fade
  Music Out command.

 I think you misunderstood how setmusicvolume works, because you didn't
 use FadeMusicIn anywhere. Volume changes are not specific to the
 playing song, they are global (in fact, it changes the volume setting
 which appears in the main menu by default) . Changing song doesn't
 reset the volume.

 Well, I didn't use Fade Music In because I wanted the music to just START
 when you went back to the title screen — not fade in. That's why I had a
 set music volume at the beginning of the Title Autorun script to put it
 back at the volume I wanted. I was assuming that it was a static value from
 0 to 255, with 255 being 100% volume — that's how I interpreted the command,
 anyway. o.O

Oh, I didn't see that. My mistake. Yes, 255 is 100%.

 The way volume is implemented is really bizarre. Originally that was
 only the volume of MIDI files, but music_sdl seems to use it for all
 music, but calculates the volume in different ways. I couldn't work it
 out. The volume is meant to start at half, so you're meant to do
 fading with setmusicvolume by fading as a percentage of the starting
 volume, since the player can also adjust the volume. Obviously, this
 really sucks.

 I know that the player can adjust the volume — hence why I disabled and
 crippled the game's 'main menu'! :D


 What you've done should start by doubling the volume and
 then fading down to nothing. But it doesn't seem to. I'm not sure why
 not.

 Hm… any chance you could give me an example of that? o.O?

If you set the volume to 255 right at the start of the game, that would be why
you don't notice the volume doubling when you latter set it to 255. If there's
no point in your game except when fading/faded out when the volume isn't 255,
then there's nothing wrong with what you've done

I meant a script like this:
start vol := get music volume
for (i, 100, 0, -10) do (
  set music volume ((start vol * i) / 100)
  wait
)

 Volume and fading is/was so broken that James removed all builtin
 support for fading a while back. It should be reimplemented when we
 have the time, I think that it's a terrible thing to be missing.

  I've tried moving the Set Music Volume command in the Title Autorun
  script
  to before the wait preceding the Play Song command, and I've tried
  omitting
  the 'set music volume (0)' before the 'stop song' in Fade Music Out —
  neither worked. :/
 
  Using the default OHR nightlies (fb/sdl) — Native didn't have any fade
  out
  at all, it just abruptly stopped the song, but when I went back to the
  title, the song started up again.
 
  Native2, on the other hand, doesn't fade the song OR even stop playing
  it —
  it keeps playing until I go back to the Title map, and when I exit the
  game
  (going to the game browser) it KEEPS playing. Of course, this MIGHT be
  related to the warning saying that the RPG file was unsupported by that
  version of GAME (despite it being the latest nightly of the Native2
  music
  backend)…
 
  By the way, the controls are:
 
  * Arrow keys: move the cursor up/down; change shapes on the Options
  screen
  * Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu
  items)
  * Esc: exits the game (only on title)
 
  I've included all the scripts, the HSI and the RPG file in the uploaded
  RAR
  (it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/
 
  My g_debug.txt doesn't give me anything useful, either:
 
  OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32
  Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19
  OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
  Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25
  OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
  Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57
  OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
  Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00
  OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32
  Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38
 
  ¯\(º_O)/¯
  Anyway, thanks in advance for the help. :)

 It 

Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-13 Thread Simon Bradley
On Fri, Feb 13, 2009 at 3:12 PM, Ralph Versteegen teeem...@gmail.com wrote:
 2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com:
 Well, I figured out what the problem is/was: turns out that Set Music Volume
 does nothing if no song is playing. After I moved the Set Music Volume
 command to go AFTER the Play Song command, it works the way I was wanting it
 to.

 Still kind of irritating, though. :/ But — at least I figured it out! :D

 I'm pretty sure this is a bug. I can't see what could be causing it
 though. I should file a bug.

I seem to remember some weird issues way back when we first started
with SDL_mixer. If it uses hardware to play back the MIDI, then it
seems to use a different volume. There is only ever one volume control
visible through the API, but behind the scenes it might not be the
same one it was a minute ago. I don't know if that's what's actually
happening here, but if so I think it's just a limitation of SDL_mixer.

Cheers,
Simon
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Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-13 Thread Kizul Emeraldfire
On Fri, Feb 13, 2009 at 2:41 PM, Simon Bradley neworigi...@gmail.comwrote:

 On Fri, Feb 13, 2009 at 3:12 PM, Ralph Versteegen teeem...@gmail.com
 wrote:
  2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com:
  Well, I figured out what the problem is/was: turns out that Set Music
 Volume
  does nothing if no song is playing. After I moved the Set Music Volume
  command to go AFTER the Play Song command, it works the way I was
 wanting it
  to.
 
  Still kind of irritating, though. :/ But — at least I figured it out! :D
 
  I'm pretty sure this is a bug. I can't see what could be causing it
  though. I should file a bug.

 I seem to remember some weird issues way back when we first started
 with SDL_mixer. If it uses hardware to play back the MIDI, then it
 seems to use a different volume. There is only ever one volume control
 visible through the API, but behind the scenes it might not be the
 same one it was a minute ago. I don't know if that's what's actually
 happening here, but if so I think it's just a limitation of SDL_mixer.

 Cheers,
 Simon


Mm, I seem to remember MIDI using the 'Synth' volume control on Windows's
main Volume Control thingy rather than the Master one. :/
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Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-11 Thread Kizul Emeraldfire
Well, I figured out what the problem is/was: turns out that Set Music Volume
does nothing if no song is playing. After I moved the Set Music Volume
command to go AFTER the Play Song command, it works the way I was wanting it
to.

Still kind of irritating, though. :/ But — at least I figured it out! :D
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Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-10 Thread Kizul Emeraldfire
It's a little difficult to describe, so instead I've uploaded a WIP of the
game I'm working on to MediaFire, available here:
http://www.mediafire.com/?njwcktiewky

(was originally attached to the e-mail, but was apparently too large. ^^'
Anyway —)

When I start up the game and go to the Options menu/map (currently the only
working item on the menu), the music fades as it's supposed to (via the Fade
Music Out command in NES-Specific Scripts.hss — the command ends with a Stop
Song command), but when I go back from the Options map to the Title map, the
music doesn't seem to start back up. Hitting the Esc key to exit the game
makes the music suddenly audible before fading it out, again with the Fade
Music Out command.

I've tried moving the Set Music Volume command in the Title Autorun script
to before the wait preceding the Play Song command, and I've tried omitting
the 'set music volume (0)' before the 'stop song' in Fade Music Out —
neither worked. :/

Using the default OHR nightlies (fb/sdl) — Native didn't have any fade out
at all, it just abruptly stopped the song, but when I went back to the
title, the song started up again.

Native2, on the other hand, doesn't fade the song OR even stop playing it —
it keeps playing until I go back to the Title map, and when I exit the game
(going to the game browser) it KEEPS playing. Of course, this MIGHT be
related to the warning saying that the RPG file was unsupported by that
version of GAME (despite it being the latest nightly of the Native2 music
backend)…

By the way, the controls are:

* Arrow keys: move the cursor up/down; change shapes on the Options screen
* Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu items)
* Esc: exits the game (only on title)

I've included all the scripts, the HSI and the RPG file in the uploaded RAR
(it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/

My g_debug.txt doesn't give me anything useful, either:

OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32
Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19
OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25
OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57
OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00
OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32
Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38

¯\(º_O)/¯
Anyway, thanks in advance for the help. :)
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Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command

2009-02-10 Thread Ralph Versteegen
2009/2/11 Kizul Emeraldfire kizulemeraldf...@gmail.com:
 It's a little difficult to describe, so instead I've uploaded a WIP of the
 game I'm working on to MediaFire, available here:
 http://www.mediafire.com/?njwcktiewky

 (was originally attached to the e-mail, but was apparently too large. ^^'
 Anyway —)

 When I start up the game and go to the Options menu/map (currently the only
 working item on the menu), the music fades as it's supposed to (via the Fade
 Music Out command in NES-Specific Scripts.hss — the command ends with a Stop
 Song command), but when I go back from the Options map to the Title map, the
 music doesn't seem to start back up. Hitting the Esc key to exit the game
 makes the music suddenly audible before fading it out, again with the Fade
 Music Out command.

I think you misunderstood how setmusicvolume works, because you didn't
use FadeMusicIn anywhere. Volume changes are not specific to the
playing song, they are global (in fact, it changes the volume setting
which appears in the main menu by default) . Changing song doesn't
reset the volume.

The way volume is implemented is really bizarre. Originally that was
only the volume of MIDI files, but music_sdl seems to use it for all
music, but calculates the volume in different ways. I couldn't work it
out. The volume is meant to start at half, so you're meant to do
fading with setmusicvolume by fading as a percentage of the starting
volume, since the player can also adjust the volume. Obviously, this
really sucks. What you've done should start by doubling the volume and
then fading down to nothing. But it doesn't seem to. I'm not sure why
not.

Volume and fading is/was so broken that James removed all builtin
support for fading a while back. It should be reimplemented when we
have the time, I think that it's a terrible thing to be missing.

 I've tried moving the Set Music Volume command in the Title Autorun script
 to before the wait preceding the Play Song command, and I've tried omitting
 the 'set music volume (0)' before the 'stop song' in Fade Music Out —
 neither worked. :/

 Using the default OHR nightlies (fb/sdl) — Native didn't have any fade out
 at all, it just abruptly stopped the song, but when I went back to the
 title, the song started up again.

 Native2, on the other hand, doesn't fade the song OR even stop playing it —
 it keeps playing until I go back to the Title map, and when I exit the game
 (going to the game browser) it KEEPS playing. Of course, this MIGHT be
 related to the warning saying that the RPG file was unsupported by that
 version of GAME (despite it being the latest nightly of the Native2 music
 backend)…

 By the way, the controls are:

 * Arrow keys: move the cursor up/down; change shapes on the Options screen
 * Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu items)
 * Esc: exits the game (only on title)

 I've included all the scripts, the HSI and the RPG file in the uploaded RAR
 (it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/

 My g_debug.txt doesn't give me anything useful, either:

 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32
 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19
 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25
 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57
 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32
 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00
 OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32
 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38

 ¯\(º_O)/¯
 Anyway, thanks in advance for the help. :)

It seems music_native2 has not been building for a long time; look at
the version number:
OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32
music_native2 only used the volume setting to adjust MIDI volume.
However, Mike seems to have commented it all out. MIDI is a massive
pain. I was so blinded by why do we have to use BAM instead of MIDI?
that it took me years to realise this. Module files forever!

BTW, your Set Palette Colours script is pretty weird, and broken: you
forgot to pass the colour component argument to setcolor

PS: What exists of your game so far is REALLY awesome :)
Is it my imagination, or does the cursor in the OPTIONS menu move down
faster than up?
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