I came across this game:
https://www.youtube.com/watch?v=WuMdh_m71mY
It has digitized speech while the action is actually playing. I didn't think that this was possible on a normal CPC. How are they achieving this?
There is a pause between samples and the framerate is like a cheap handheld.
It has enough time for playback.
It also cuts the speech when a sprite moves and sounds like the ladder effect on the MD.
Keep the speech, I'd far rather smoother and faster animation anyday.
I tend to provide my own speech during games anyway :D
QuoteIt has digitized speech while the action is actually playing. I didn't think that this was possible on a normal CPC. How are they achieving this?
It's simple, nothing happens at all while the samples are played. The framerate is so slow and the samples so short that it does not actually "slow down" the game, because it's already so slow!
If you try Imperial Mahjong (see my signature), there are samples during the whole game. This was very challenging to do, because you have to play one byte of the sample at regular interval (every scanline for a 16khz sample), so you have to "cut" your code to play the sample, making the code very hard to develop, very hard to read again, extremely hard to make evolution to.
Quote from: Lazy Dude on 10:31, 12 October 19
I tend to provide my own speech during games anyway :D
That's called "shouting at the screen" :D
Bryce.
Thank you for the replies.