Well, you could teach me a lot, as all this disk format stuff is rocket science for me! I was aware, however, of this discrepancy and I have absolutely no idea why FloppyBuilder (and other tools maybe?) use 22. It seems to work, however.Symoon wrote: ↑Mon Aug 28, 2017 11:00 pm Here's what I read in Sedoric à Nu from André C.:
Sector identification: 12 bytes at [#00], [#A1 #A1 #A1], [#FE pp ff ss tt CRC CRC] then 22 bytes [#4E].
(note: pp=track, ff=side, ss=sector, tt=size of sector (1 for 256 bytes, 2 for 512, ...))
Data id: 12 bytes at [#00], [#A1 #A1 #A1], [#FB] then 256 bytes of data.
I'm certainly not teaching you anything there, but is it normal you use bytes at value 22 instead of 4E?
I forgot I will try ASAP. Have not seen any evident uninitialized var so far...Symoon wrote: EDIT: don't forget there are 3 different RAM patterns in Euphoric, 0, 1 or 2 IIRC!
About the speaking sounds... I made a first attempt in C. My sfx player is too slow for this. I am using the IRQ at 50Hz and each note takes 7 IRQs when playing SFX. I should hack it so it goes much faster, but without disrupting other SFXs (or silencing them...). And also keeping in mind that the sounds takes long enough for the reader to read the sentence, or, at least, only animate the mouth while the sounds are being played (using IRQs of course).
Maybe using a dedicated routine for playing talk sounds, trying not to destroy my sfx player...
I am nearly convinced, but need to make more tests to see the difficulties of adding this feature.
I'd be much more willing to work on this if the game worked with Cumulus!
I also may create a minimalistic FloppyBuilder project which saves data and loads it back checking for errors, to aid in the process (and end up with cleaner loader code for Dbug!).
So more and more work...