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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
How to find music that doesn't eat all that much rastertime?
I'm messing about with some just-for-fun-coding, and now I wanted to add some music. However, I only have about $10 rasterlines of free time.
I've tried a bunch of songs from HVSC, but most players seems to go up to about $18 rasterlines.
Anyone know any particular composers that were known for using players which took little CPU time that I could look for?
Too bad that the maximum number of lines isn't included in the SID-info for each song, would have made it much easier.
My current method is:
1) Choose composer in HVSC randomly
2) Choose a tune by this composer randomly
3) Recompile
4) Test
5) Find out that tune takes too much rastertime
6) Make annoyed grumbling noise
7) GOTO 1
:) |
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... 12 posts hidden. Click here to view all posts.... |
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Linus
Registered: Jun 2004 Posts: 639 |
Aleksi Eeben´s JohnPlayer isn´t very hungry either. Check his HVSC directory for some unusual yet amazing stuff. |
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NecroPolo
Registered: Jun 2009 Posts: 231 |
NinjaTracker is also not too hungry as well. Run a SIDidv1.07 utility on HVSC, it will most likely tell you if the actual tune of your choice was created with JP or NT.
An other option, contact Hermit. He used a SID bytestream routine called SIDrip on my SID remix album "cover" demo last year that made possible to play virtually anything regardless of player with acceptable and stable rasteritme. Even Richard Joseph's (RIP) famous music player and Times of Lore by Martin Galway that are quite hostile by that means :)
Here is the "album cover" demo, considering music playback some seemingly impossible things are going on there:
rakBIT |
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tlr
Registered: Sep 2003 Posts: 1790 |
Anything by Fred Gray. Chris Hülsbecks Jinks game music. |
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Hein
Registered: Apr 2004 Posts: 954 |
Music Assembler tunes
Goattracker is still pretty fast, dont think fast enough to be under $10 lines, but $18 should do. Optimize ur routine a bit :)
Streaming music is ofcourse very fast, but takes alot of memory.
Else Flight Path 737 |
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McMeatLoaf
Registered: Jan 2005 Posts: 108 |
How much rastertime does Flight Path 737 use? |
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Hein
Registered: Apr 2004 Posts: 954 |
Quote: How much rastertime does Flight Path 737 use?
8 lines |
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Perplex
Registered: Feb 2009 Posts: 255 |
Or do something like this:
Macro Player
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Thanks a lot guys, some very good answers!
I actually thought of that "Flight Path 737" tune, as I knew it was one of the lowest rastertime tunes I've ever seen/heard, but I had no idea what it was called. I remember it from some Crest part with tons of sprites, that probably needed to keep it tight!
SID-dumping was also an interesting alternative, the Rokling 4-rasterline one will be a nice last-resort for CPU-heavy parts, gets a bit repetitive though! :)
Anyway, looking through HVSC by player works very nice, eventhough there aren't that many NT/JP tunes, the ones I found all played in less than $10 rasterlines, so all is good! |
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Flex
Registered: Feb 2002 Posts: 111 |
Artline Designs-routine by Antti Kangas (Scorpion) eats about $13 lines. |
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Devia
Registered: Oct 2004 Posts: 401 |
The players don't need e.g. $18 CONTINUOUS rasterlines.. just to put some ideas in your head ;-)
writes to the SID need to be at roughly the same line each frame, though.
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