![]() ![]() My setup is running SwayWM on Wayland on a Dell Inspiron 15 5510. #Supertux midi codeI realise these two games are running on different code programs (one is C I think and the other is on Java) which makes me think this issue is not specific to each application. I tried to look up sound issues on the web but found nothing so far. However, no amount of coaxing has been able to get sound working on Supertux 2 or Cgoban (the only games I really play). I can load up, for example, Xonotic and sound works just fine. ![]() As it is they are short of people, short of code, lagging in development - and you want them to spend an age pissing about prematurely optimising shit using obsolete formats for the sake of some bit-level purism? That's a sure way to lose every developer on the project.Įspecially compared to "#include " and just getting started straight away, even if that drags in megabytes of libraries that almost EVERY game written today uses.I use ALSA on an SOF-type of soundcard on a newer laptop. And in terms of programming, I'd rather they spent time on making the game rather than pissing about optimising the graphics format for a 2D platformer. The reason it's so much more is because computers do so much more. On Linux, everything needs libc, and a bucket of support libraries and devices. Everything comes back to MSVCRT and a ton of Windows DLL's. Dozens of megs for something as simple as calculator. Fuck spending all that time squeezing that stuff into individual bits and still ended up with a ten-screen game because of memory restrictions.ĭon't forget the amount of libraries that are sucked in to any simple program now. Have you looked at things like the Skool Daze disassembly. So today's 1900x1200 screens require a lot more sprites to fill them and a lot more detail in those sprites to not look shit, and a lot more storage to hold it all. Everytime you double a resolution, you QUADRUPLE the storage size required. Like the 320x240's (or even half that) of the 8-bit era. Sure, this is all "wastage" and you could just encode a bitmap font. #Supertux midi plusHell SDL_TTF rendering requires a large library, plus FreeType, plus a font (the DejaVu fonts are 600Kb each or thereabouts). It's supports all kinds of things that didn't even exist back in the 8-bit days. And then you have to process them and people complain that a game with a few boxes slows to a crawl when a lot of enemies are on-screen or requires a long startup time to rasterise them all in the right size first, or requires a 3D card with hundreds of megs of texture memory to hold them all.ĭon't forget that nowadays, just the SDL library is several megabytes. ![]() Like fonts, you can't just scale up or down unless the original is vector. Graphics don't scale as nicely as you might think. are just sound recordings, not music formats, and are the final composition, layered with other instruments, effects, etc. Plus they need to be made by the original music creator, and can't have various effects and changes done to them. #Supertux midi softwareThe storage size doesn't include the software instruments - It was 45Mb last time I downloaded a soundfont for a soundcard. MID technically needs hardware support or software instruments to play - and never quite sounds the same. #Supertux midi modPlus they need to be made by the original music creator - they capture each instrument individually and, as such, many things you might want to do you can't, and the mod player is responsible for decoding, timing, etc. ![]()
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