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ThunderPX

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Dec 28, 2005, 12:28 PM
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I still want remixes of the JJ1 songs. Better samples and new drumbeats should do =P
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Dec 28, 2005, 12:42 PM
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Why? We want OpenJazz to stick as close to the original JJ1 as possible, so I don't think that remixes are really an option. New, cleaner samples would be a plus though.
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Dec 28, 2005, 01:10 PM
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I agree. You can make remixes if you want, but not in the original game, and I feel the original samples are pretty good...
Now, back to what I wanted to say... Has anyone figured out the weapon sprites yet?
Once that's done, it seems as if it would be a simple matter to make jazz be able to shoot.
(but that doesn't include killing enemies...)
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Dec 28, 2005, 03:57 PM
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As I know all sprites stored in one file. And as you see, he figured out the sprites, because you can see the the enemies and jazz in the levels.

Quote:
I still want remixes of the JJ1 songs. Better samples and new drumbeats should do =P
That's not a bad idea, that should be an add-on for openjazz...
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Dec 28, 2005, 04:35 PM
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Quote:
Originally Posted by Toxic Bunny
I've got music working using libmodplug. It needs quite a considerable amount of polishing up, and Ice M A N may come up with something better, but it's a start.

Using libmodplug means that, if you edit a level with JCS94, you'll be able to have background music in any of the following formats:
(Deep breath)
669, amf, ams, dbm, dmf, dsm, far, it, mdl, med, mod, mt2, mtm, okt, psm, ptm, s3m, stm, ult, umx, wav and xm.
If you've got libmodplug working I won't put too much effort into my way (I probably will do it on the weekend regardless).. Does that library play the music by itself or do you go through sdl_mixer in the end anyway like you hinted at on ICQ? Otherwise, how will that work when we get to the sound effects playing simultaneously? or can it play multiple things at once as well (I haven't looked into libmodplug except for the PSM loading code)
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Dec 28, 2005, 11:29 PM
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Quote:
Originally Posted by Toxic Bunny
Listening to Haunted.it in Medivo
Now we're talking. ^^
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Dec 29, 2005, 01:27 AM
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I think I need to download this after all
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Dec 29, 2005, 02:34 AM
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*tsk *tsk *tsk. Shame on you... You should have done that long ago...
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Dec 29, 2005, 10:51 AM
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Quote:
Originally Posted by Ice M A N
If you've got libmodplug working I won't put too much effort into my way (I probably will do it on the weekend regardless).. Does that library play the music by itself or do you go through sdl_mixer in the end anyway like you hinted at on ICQ? Otherwise, how will that work when we get to the sound effects playing simultaneously? or can it play multiple things at once as well (I haven't looked into libmodplug except for the PSM loading code)
The library produces a data stream, which I use with SDL's own basic audio functions. The SDL documentation advises against using the basic audio functions to mix more than two streams, so it may be necessary to switch to SDL_mixer later.

I had to modify libmodplug to get PSMs to loop. In sndmix.cpp, lines 376 and 409 shouldn't be commented out (though only line 376 matters for OpenJazz).
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Dec 29, 2005, 06:58 PM
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Quote:
As I know all sprites stored in one file.
Really? As far as I knew there were several sprite files, one large general one and several smaller ones for each planet. I'm intriuged.
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Dec 30, 2005, 12:56 AM
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Quote:
Originally Posted by Doubble Dutch
Really? As far as I knew there were several sprite files, one large general one and several smaller ones for each planet. I'm intriuged.
That is how it works. Not all of them are stored in one file.
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Dec 30, 2005, 03:41 AM
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Oh, okay. I think, I'm probably just knowed about that big one file.
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Dec 30, 2005, 08:15 AM
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Quote:
Originally Posted by Toxic Bunny
Alternatively, have you tried alt+enter? That switches to fullscreen once the game is running.
I can't do alt+enter on a handheld. It has A, B, X, Y, Start, Select, Vol +, Vol -, L, R, Stick button, and Up, Down, Left, Right. I was intending to get the port running and then redefine controls to the joybutton layout.


Info on the GP2X:

GP2X is a multimedia/gaming handheld put out by the obscure Korean company, GamePark Holdings. You may recognise them as the creators of the GP32, or you may not. I know there's someone by the name of 'toxibunny' registered on the gp32x.com boards, of course I have no way of knowing if that's you or not, last post was made in April...

Anyways, to find out more, visit gp32z.com, or gp32x.com, or gp2x.co.uk, or gp2x.com.

EDIT: Still just the black screen... maybe something's messed up in my SDL library...

Last edited by jmetal88; Dec 30, 2005 at 08:33 AM.
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Dec 30, 2005, 06:42 PM
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Quote:
Originally Posted by jmetal88
I can't do alt+enter on a handheld.
Haha, yes, I'm an idiot.

I read up on the GP2X on Wikipedia when you first mentioned it.

Quote:
Originally Posted by jmetal88
I know there's someone by the name of 'toxibunny' registered on the gp32x.com boards, of course I have no way of knowing if that's you or not, last post was made in April...
That's not me.


Quote:
Originally Posted by jmetal88
EDIT: Still just the black screen... maybe something's messed up in my SDL library...
I doubt it's SDL if it's a core part of the system. Still, no idea what it could be, I'm afraid.
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Uniacke1

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Dec 31, 2005, 03:03 AM
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actually, he's just afraid to admit he might have messed up horribly.
(just kidding...)
Keep up the good work!
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jmetal88

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Dec 31, 2005, 03:56 PM
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The GP2X SDL library was a fan-released add-on. It could very well have problems, although noone else seems to be having trouble getting SDL apps ported... There was a page of tips somewhere for porting SDL apps to GP2X, but I can't remember where.....

EDIT: Found it, got the port up and running. Now to figure out how to redefine the controls....

*wow*

Looks like the 2X uses a completely different method of input, I'll have to re-write all the input stuffs....

Last edited by jmetal88; Dec 31, 2005 at 09:31 PM.
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Jan 14, 2006, 06:14 PM
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The OpenJazz website is up, complete with a new version.

So, who can spot the difference between this version and the last?
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Jan 14, 2006, 06:43 PM
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You, my friend, are crazy amazing times a hundred.

For a somewhat hackish way to get OSX support (without resorting to specifiying a file on the commandline) in the ballpark of main.c:879 you can add

Code:
#ifdef __MACH__
	count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]);
#endif
(i.e. so it sets count to that, and the the code from the other #else still goes back to the / )
so it looks something like
Code:
...
#else
#ifdef __MACH__
	count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]);
#endif
    while ((argv[0][count] != '/') && (count >= 0)) count--;
#endif
I'll give a look into getting the music working on X now and then see about a binary soon after...

EDIT about editting: it's very fun in vB 3.5 (I think it's new anyway)
EDIT2: minor progress update on music in OSX: makeing some headway with endian conversions.. still some bugs/details to work out (I'm now getting static instead of silence, but it's not music yet).. because of these problems we(/I?) will need to distribute a customized version of libmodplug for openjazz/osx..? unless I'm the only person who would use openjazz on OSx.. in which case I can keep it to myself..

Last edited by Ice M A N; Jan 14, 2006 at 10:21 PM.
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...lol.
It was fun while I lasted.
(Fix the springs).
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Quote:
Originally Posted by Ice M A N
You, my friend, are crazy amazing times a hundred.
There's no way all that progress would have been made in such a short time without being able to read what event data does in J1CS. So it is you, my friend, who are crazy amazing times a hundred, along with the rest of J1CS Corp.

Thanks for the MacOSX code, I'll add it straight away.

Quote:
Originally Posted by Ice M A N
EDIT2: minor progress update on music in OSX: makeing some headway with endian conversions.. still some bugs/details to work out (I'm now getting static instead of silence, but it's not music yet).. because of these problems we(/I?) will need to distribute a customized version of libmodplug for openjazz/osx..? unless I'm the only person who would use openjazz on OSx.. in which case I can keep it to myself..
Every other system needs a customized version of libmodplug. If you put all your changes in ifdefs, they could be distributed together and called libmodplug-oj or something.

Quote:
Originally Posted by White Rabbit
(Fix the springs).
With such a charming request, how could I possibly refuse? Seriously, though, that's the next thing I'm planning to do, after I've sorted out a few other glaring physics glitches.
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Jan 15, 2006, 03:10 AM
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Ooooh... music...
BTW, here are the lev names (although you probably figgered it out long ago):
1. Turtle terror
2 ballistic bunny
3 rabbit's revenge
4. gene machine
5 the chase is on
6 the final clash
A outta dis world
B turtle soup
C wild wabbit
X holiday Hare
Z bonus levels.

-- I'm surprised at the progress this project is making!
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Jan 15, 2006, 01:03 PM
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The progress in this project is amazing. I can only imagine the massive amount of effort that it took to make it. I'm glad to be a part of it.
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Ice M A N

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Jan 16, 2006, 10:06 PM
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%^!@#&*$.. when I had the static I was SOOOOOO close to haveing it working and then I tried a million other things to debug it.. turns out I just needed to change the audio format in sound.c to

audioSpec.format = AUDIO_S16MSB;


or what I should've actually used AUDIO_S16SYS which goes whichever way based on a define.. Oh well. I learned a fair bit in the process.

(Actually, now that I think about it I could try to change the endianness of that stuff too.. I'll look into it.. )No.. using SYS should be the "right" way to do it because s3m,mod,wav(had to get PPC version of loader from elsewhere) all also produce static..

so after tomorrow (4 more pages to write before 5pm for Political Theory class...) I'll wrap my endian changes the way the rest of libmodplug does it (changeing endianness of variables as the relevant structures are read rather then preprocessing the file) and all will be good in the world

Anyway: Music in OSX port = a done deal.
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Jan 24, 2006, 11:17 AM
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GPF has ported OpenJazz to the Sega Dreamcast:

http://gpf.dcemu.co.uk/OpenJazz.shtml
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Jan 24, 2006, 11:27 AM
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By the way, I didn't replyed for the last release, but I'm happy with it. Lot of new features, and it's getting really closer that, what is sould be. Good job TB!
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Thats nifty Metafox.
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Jan 24, 2006, 04:40 PM
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Rule: Use FMod. It is less sux than modplug.
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Jan 24, 2006, 06:09 PM
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It's not a particularly good rule when the idea was to get JJ1's PSM files to play.. Or does Fmod play them? I didn't think it did... (and writing a plugin for it hardly counts)...
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Quote:
Originally Posted by Uniacke1
Ooooh... music...
BTW, here are the lev names (although you probably figgered it out long ago):
1. Turtle terror
2 ballistic bunny
3 rabbit's revenge
4. gene machine
5 the chase is on
6 the final clash
A outta dis world
B turtle soup
C wild wabbit
X holiday Hare
Z bonus levels.

-- I'm surprised at the progress this project is making!
My guess is that he wants to read the names out of the original files... OpenJazz is a reader, and makes up as little information as possible.
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Jan 24, 2006, 09:10 PM
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hey're found in the exe; I could give you the offsets if you want, but I'm sure they're easily found.

Song music is [of course] found in the level files, so no problems there.
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I'm trying to modify the game into playing the title music in the menus, but I can't find the function for it. Could you give me its usage?
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Jan 25, 2006, 07:52 AM
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By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
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Quote:
Originally Posted by UNKNOWNFILE
I'm trying to modify the game into playing the title music in the menus, but I can't find the function for it. Could you give me its usage?
loadMusic("menusng.psm");

because each menu has it's own loop and you can be thrown into the menu system from at least a couple ways (main menu normally, episode select if hitting esc while playing, ...), I keep track of a musicPlaying variable, calling loadMusic() and freeMusic() when appropriate (although musicPlaying may be redundant since you could probably test if something is null or whatever)...

but yeah.. it's cool to have music in the menu

Quote:
Originally Posted by TaZaR
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
I can't speak for the windows version, but on my computer (OSX) it's pretty much as good as you could reasonably expect..
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VC++6 hates this file. Yecch.
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GP2X port

Wow... I've been taking a rather extended break from the porting (due to me needing to know more about coding before being able to go on), and today I find out someone else has already ported it to the 2x... Guess that saves me a lot of work...
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Quote:
Originally Posted by Uniacke1
BTW, here are the lev names (although you probably figgered it out long ago)
I'm trying to avoid copyright infringement in this project by only using data from the original data files. As DD said, the episode names are in jazz.exe. I figured they would be in different locations in each of the different versions (not to mention the patched versions), so I did not try to read them.

Quote:
Originally Posted by Ice M A N
Anyway: Music in OSX port = a done deal.
You are the M A N, if you'll forgive the pun.

Quote:
Originally Posted by MetaFox
GPF has ported OpenJazz to the Sega Dreamcast
Wow. Tell Troy/GPF I said thanks. *integrates code*

Quote:
Originally Posted by UNKNOWNFILE
Rule: Use FMod. It is less sux than modplug.
Fmod doesn't play PSMs.

On the subject of menu music, I'll add that in the next release. If you can't wait that long, do the following in menu.c:
Add loadMusic("menusng.psm"); to loadMenu(),
Add freeMusic(); to freeMenu()
Add loadMusic("menusng.psm"); to newGameDifficultyMenuLoop() before loadNextLevel() is called
Add freeMusic(); to newGameDifficultyMenuLoop() after levelLoop() is called

That should work, but I'm on a soundless computer now so I can't test it.

Quote:
Originally Posted by TaZaR
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
That happens when the audio data isn't being processed fast enough. I got it to work on my old computer by reducing settings.mFrequency (sound.c, line 92) and audioSpec.freq (sound.c, line 109). The problem returned when I ran it on my newer, much faster computer, so I'm going to have to find a better fix.

Quote:
Originally Posted by aegis
BASS!
Again, no PSM support.

Quote:
Originally Posted by jmetal88
Wow... I've been taking a rather extended break from the porting (due to me needing to know more about coding before being able to go on), and today I find out someone else has already ported it to the 2x... Guess that saves me a lot of work...
Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.

Perhaps I should have added my e-mail address to the website...
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By the way, I noticed how you used "non-endorsed" links on the About-page of the OpenJazz site. Well, just nab the links from the Hideout if you want endorsed links. I endorse.

You can find the links on the following page: http://www.dutchfurs.com/~haze/blog/...s/pc/shareware

Or these should be direct links in the correct order:
http://www.dutchfurs.com/~haze/blog/...pqMXN3LnppcA==
http://www.dutchfurs.com/~haze/blog/...pqMWhoLnppcA==
http://www.dutchfurs.com/~haze/blog/...pqMWhoOTUuemlw
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Quote:
Originally Posted by Toxic Bunny
Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.
http://www.gp32wip.com/

The GP2X source (and binary) for OpenJazz is on the right sidebar..
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