Khatoblepas
Still Fresh
I once again have a question on programming.
Before this project, I only used the PC Speaker to produce sound, with a timer to change the note when the last one finished. Sound is a strange and wonderful concept, and I just can't get my head around it.
How does it work on the GP2x, exactly? Do you have to, like I mentioned above, time everything and play individual tones out of the speaker? Or can you just run a function and it plays in the background automatically. ALso, on the subject of sound, I wish to implement a dynamic MOD system, which can mute and unmute channels with one function. This ensures I can change the mood of the song without loading another song in first. (It'll play a large part in the game's atmosphere, so this is important.)
Secondly, I need to find a way to implement a simple 'script' for NPC walking and action and junk. I've made a similar thing for the Monster AI in battles, with an ASM like syntax and 256 different commands. I just can't figure out how to make the NPCs move of their own accord along with the player character without resorting to convoluted and horribly complicated code.
I know you guys are geniuses at this kinda thing, so I hope you don't mind me asking. o.o
Before this project, I only used the PC Speaker to produce sound, with a timer to change the note when the last one finished. Sound is a strange and wonderful concept, and I just can't get my head around it.
How does it work on the GP2x, exactly? Do you have to, like I mentioned above, time everything and play individual tones out of the speaker? Or can you just run a function and it plays in the background automatically. ALso, on the subject of sound, I wish to implement a dynamic MOD system, which can mute and unmute channels with one function. This ensures I can change the mood of the song without loading another song in first. (It'll play a large part in the game's atmosphere, so this is important.)
Secondly, I need to find a way to implement a simple 'script' for NPC walking and action and junk. I've made a similar thing for the Monster AI in battles, with an ASM like syntax and 256 different commands. I just can't figure out how to make the NPCs move of their own accord along with the player character without resorting to convoluted and horribly complicated code.
I know you guys are geniuses at this kinda thing, so I hope you don't mind me asking. o.o