Hattig wrote:
Heh, good work there by that guy.
Well, if anyone has a Mod player, tweak it to stop playing lead notes and play a "duff note" sample upon request, some form of analysis tool that will generate notes for the game from the audio file, and then a Sanity Arte style note scrolly thing ...
The guy said in the video that his adapter should work in an Amiga...
Not even stop playing. I mean my example was simplified, but it gets you thinking. All a tracker is is a program that runs through a list of samples and plays them at a certain time at a certain frequency.
I imagine the hardest part of these games is getting all that music and writing data to run alongside it - and here we are with literally thousands (though not all would be suitable) of songs, laid out in lists with all the information on what instruments are played at what notes...
I mean given an appropriate song, how hard would it be to listen to it and determine what the main 'guitar samples' would be on a mod basis - or even a pattern by pattern basis - read ahead that data, look at the frequency to determine a n 'acceptable frequency' to see what button would be pressed - have it return a mask of which ones should be held down when the note hits?
Again - overly simplified - but in this 'thought programming' example it seems a lot of the existing groundwork and elbowwork exists already in Amiga Software.
Given the source code for demos out there - theres no lack of 'eye candy' either. If you wanted to get complex you could look at the sample effects to glean more 'bells and whistles'
I'm not saying it would be a 'super easy' project - but on the surface it seems a lot of the 'super hard' work is already done without putting a single keystroke of asm down.