farbrausch demo tools open source
category: code [glöplog]
13-flybye, 22-einschlag, 29-dopplerdefekt, 24-welcometobp3, 30-candytron, 38-theta, 43-debris, kkrieger
IMHO V2 synth needs sample player unit. A few drums with ADPCM compression will eat just a few kilobytes, but they can force the sound to another level. For example, I used V2 in Safe Colors intro, it has 1 kb free space - exactly what snare sample needs. There are a lot of intros with 50-60 kb size around, and sampled sounds can make them sounds much better.
If you look at the source I even already started a sample player. Then I thought about what effort the GUI/encoding/decoding/data management side is compared to the rest of the synth and decided not to give a damn :)
yumeji: awesome, thanks :)
Manwe: I think you're free to fork V2 and add it. I'm more than certain people will thank you for it :)
Manwe: I think you're free to fork V2 and add it. I'm more than certain people will thank you for it :)
gloom: unfortunately, I have forgot how to code since 1997, then I finished my latest 4k intro on assembler :)
lousy question. anybody found the root op of debris? it did generate everything but it doesn't play it back. only root is with root_ and some scripts on it. what a mess? :D
this is the good news ever , but I was hoping to find the binary files as well
the binary file wich can build exe, please.
"virgin" wz3 builds start in texture mode. in the "edit" menu, click on "texture mode" to turn it off. that should be the first step. tada - bunch of extra functionality unlocked! (you also get 3 free replays. cheater.)
a lot of windows have context menus, but they're on middle mouse button double-click, not right mouse button single click as you would expect. (what can i say, they were added after most of the prime mouse real estate was long gone). that shows you the most important commands everywhere but is by no means complete.
yumeji: it's on page "cameras", near the top left.
we never implemented a proper "find" dialog, but there's the browser: on the operator page, type shift-G to open it. in the "by name" part of the tree, click on r then browse for root.
if you have a specific op you want to find: "1l" on the op page to create a load, then enter the name and press return, then hit the "->" button to go there.
every indirect link has that button. your old position in the file is saved onto a stack - hit backspace to go back one level.
manwe: "make demo" has been broken in wz3 for years - wasn't worth it, we needed to manually edit the op list for every release anyway.
a lot of windows have context menus, but they're on middle mouse button double-click, not right mouse button single click as you would expect. (what can i say, they were added after most of the prime mouse real estate was long gone). that shows you the most important commands everywhere but is by no means complete.
yumeji: it's on page "cameras", near the top left.
we never implemented a proper "find" dialog, but there's the browser: on the operator page, type shift-G to open it. in the "by name" part of the tree, click on r then browse for root.
if you have a specific op you want to find: "1l" on the op page to create a load, then enter the name and press return, then hit the "->" button to go there.
every indirect link has that button. your old position in the file is saved onto a stack - hit backspace to go back one level.
manwe: "make demo" has been broken in wz3 for years - wasn't worth it, we needed to manually edit the op list for every release anyway.
ahh thx ryg. i found it via searching for "demo" classes.
here's another one: is there somewhere a file called base/graphics.hpp? it fails hard to compile the cubehorde shader stuff without that. not that it matters. i target a lil kkrieger build merge anyway. ohh and how'd it be possible to export that? i haven't looked into the kkrunchy bits yet. same nomatter here... the custom oplist is good. also a exe writer based on used ops is sure above my level to implement. but would that do? or maybe the same embedded .kx in the player compile trick doing live in wz.
anyway. lots of work
here's another one: is there somewhere a file called base/graphics.hpp? it fails hard to compile the cubehorde shader stuff without that. not that it matters. i target a lil kkrieger build merge anyway. ohh and how'd it be possible to export that? i haven't looked into the kkrunchy bits yet. same nomatter here... the custom oplist is good. also a exe writer based on used ops is sure above my level to implement. but would that do? or maybe the same embedded .kx in the player compile trick doing live in wz.
anyway. lots of work
thanks to all for sharing your demo sources.
i try to load debris.kx with werkkzeug 3.1 (build 425) but it says "file is corrupted" (i already assumed that before trying)
is there any chance to open that file one day without tons of source hacks and trial and error ? or is it not possible, because requires too much work, and exe that have been used to create debris is lost forever ?
i try to load debris.kx with werkkzeug 3.1 (build 425) but it says "file is corrupted" (i already assumed that before trying)
is there any chance to open that file one day without tons of source hacks and trial and error ? or is it not possible, because requires too much work, and exe that have been used to create debris is lost forever ?
very nice and thanx for this.... can you add the werkkzeug that was used for fr-19== maybe please and the data fr19 file?
tigrou: .kx is export. you want to load .k files.
scimitar: wz1 is based off an old engine that we don't fully own, and licensing status isn't clear. it might get released eventually, but there's some legal hurdles, so no promises.
scimitar: wz1 is based off an old engine that we don't fully own, and licensing status isn't clear. it might get released eventually, but there's some legal hurdles, so no promises.
oh, thanx for answere ryg... what about the wz1 datafiles only? :)
@ryg
I already tried "debris_9241_c" and "debris_9241" (forget to say it in my post) and this give same result.
Maybe something is wrong in the build, or maybe file format has changed a lot since debris (i guess maybe there was some hack specific for some demo versions, just before deadline :D)
I already tried "debris_9241_c" and "debris_9241" (forget to say it in my post) and this give same result.
Maybe something is wrong in the build, or maybe file format has changed a lot since debris (i guess maybe there was some hack specific for some demo versions, just before deadline :D)
@tigrou
dunno what a build you have. but both - sauron's te and boyc's dunno how "versions" load it. maybe you messed the code up somewhere. :/
dunno what a build you have. but both - sauron's te and boyc's dunno how "versions" load it. maybe you messed the code up somewhere. :/
for some -i dont know- reason the file were corrupted. it works now :d
@Navis: (if you still read..) do you also write indentation-less code for work?
Graga: yes. Indentation offers nothing but misery. But, however likes it (can't see why you would), there is always select all->edit->advanced->format selectionl.
Navis: out of curiousity, how many people work with your code? :)
navis won this thread hands down
when people have to work with my code I try to be careful - I still indent automatically and the code looks much more clean. But for demos... well at least I don't use greek names for variables (I know that the spanish are notorious for doing just that).
The spanish have a thing for greek variable names?
I'm spanish, and long ago when coding C/ASM hardly never used any variable name longer than 1-char. :-)
Nowadays, using ruby I tend to use quite longer variable names for obvious reasons. ;)
Nowadays, using ruby I tend to use quite longer variable names for obvious reasons. ;)