Quote:
Originally Posted by Violet CLM
But you admit it's a different file format. S3M and PSM musics are not at all byte-for-byte identical, so wouldn't you want them to have different extensions?
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I don't understand why you would compress ALL of your files in the manner that Epic compresses them to fit onto a floppy disc for JJ1.
What is the point of doing that manually? Just allow for more hard drive space, and let the software engine for JJ1 do Real-time musical compression to reduce the amount of work the game-makers had to do for their "high-quality, mid-quality, lo-quality" audio system.
In other words, implement convert.exe into JJ1, and allow it to read .MOD files as well. Wouldn't that be much simpler? It would just increase loading times of worlds before every JJ1 level.
Most likely, Epic had to make a new archive system that only JJ1 could read to reduce file size but maintain playback ability. I guess they did that after they created the game engine to add music for MS-DOS sound cards, since it was written in a C64-native format as opposed to a MS-DOS/Windows-native format.
Basically what I'm saying is that during the loading worlds screen time of JJ1, it should automatically use convert.exe to compress .mod files into .psm files, and use openMPT to convert .it/.xm/.s3m files to .mod files.
Therefore, you could possibly open any JJ2-related music file as a song for JJ1. But that would only work if the filesize is low enough because Epic placed restrictions on the filesize allowance of Convert.exe.
Well, overall, what I'm saying is Convert.exe ought to be cracked in terms of its filesize allowance. We don't live in a world of floppy discs anymore, their limitations are unnecessary.
Last edited by KRSplatinum; Feb 2, 2014 at 02:46 PM.
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