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Re: playing music from GS games
"Andy McFadden" <fadden@fadden.com> wrote in message
news:UZ%3e.13208$m31.131234@typhoon.sonic.net...
: Michael J. Mahon <mjmahon@aol.com> wrote:
: > Is the music stored in the resource fork of the program?
: >
: > Many game creators considered the music--and its format--
: > to be proprietary, so it might not be straightforward.
:
: The game runs under ProDOS 8, with what appear to be instrument
definitions
: in the "INST" folder and music in the "SMUS" folder. I'm guessing it's a
: fairly custom player, especially with Will Harvey as an author.
Synthlab uses something similar to MIDI with Instrument files, and
duration and pitch files for them to follow. Might be able to simply
change the filetypes and extensions to get them to play under that.
: The files bear a slight resemblance to Music Construction Set GS files,
: though they have different file types. You *might* be able to get them
: to work.
Sounds like files that play under "Instant Music", which I have, but
it is protected and very difficult to copy if at all.
: > If the sound effects occur at times unsynchronized with
: > the music, then a little cut-and-paste in a wave editor
: > starting with multiple recordings should do the job.
: > (Hey, you didn't expect it to be easy, did you? ;-)
:
: Only for digital output, which you should be able to capture with
: something like Total Recorder when running Zany Golf in a IIgs emulator
: like KEGS.
Actually it sounds better on the real IIgs than in Active GS which is
a Java based version of Kegs. Might be ok under the real Kegs.
: The output from a good emulator, captured by a sound driver, should be
: better than an analog capture from a IIgs. The only trick is to make
: sure that the output from the emulator matches the actual hardware.
Being it runs on the IIgs but in 8-bit ProDOS, you might want to run it
at 1 MHz. I noticed it is kind of speedy at 2.8 MHz.
Apple II Forever, Apple II Together
Bill @ GarberStreet Enterprizez
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