note to exporting ZSM.
Due to inaccuracy of the Furnace emulation of the VERA PCM volume, you should play with the PCM volume to lower it a bit to match the video.
Covered and mastered on Furnace v0.6.0,
Very cool. To bad it's a .85 mb ZSM. Sure wish we could count on that 2mb of Banked Ram .........
If needed, could compress PCM even more at a cost.ahenry3068 wrote: ↑Mon Apr 22, 2024 12:00 amVery cool. To bad it's a .85 mb ZSM. Sure wish we could count on that 2mb of Banked Ram .........
GTR3QQ wrote: ↑Mon Apr 22, 2024 6:11 amIf needed, could compress PCM even more at a cost.ahenry3068 wrote: ↑Mon Apr 22, 2024 12:00 amVery cool. To bad it's a .85 mb ZSM. Sure wish we could count on that 2mb of Banked Ram .........
But do note even without PCM, it's still wellover 400k, so I have little hope on playing with 512k, that is if anyone would use a 512k at all, could always buy 3 more RAM chip off anywhere cheapest, why wouldn't they hack it??
Maybe lose some channel as well? then it really won't sound right.
Stream ZSM and ADPCM could be a way, ADPCM uses so miniscule data with good enough quality, Creative ADPCM uses '2.6bit' only to get 8bit dynamic range, that's 40times compression! ESS ESPCM even use 2 or 1bit!
ADPCM is not 'complex' than say MPEG 1 Layer 3. Telecom companies did it back in the days of 80s with even more limited hardware than x16.
Most ZSM commands just sitting in RAM doing a 'sit in' protest.
But none research was done on that part.
so yeah, it's really best to get some more RAM chip and be done with it.
This may or may not be possible with console systems. David has said that it's probably a good idea to target games at a 512K max memory size if you plan for them to be playable on the console version of the system.