x-men: apocalypse ravage
- mankrip
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Actually, degrading the sound quality under Windows is quite easy - just use Sound Recorder, but NOT an looping ambient sounds. Software like Goldwave or Sound Forge would be better, but isn't really required. Also, if you can get at the PROGS.DAT source (or even using a hex editor), you could make some things use the same sound/model/sprite, and that would save more memory still.
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Well...
One thing about hacking at X-Men...
Remember that this is a commercial mod. They SHOULD already have it somewhat 'optimized' with 8bit sound and the models should be 'saved as Quake models' already. The models skins MAY still use some shrinking... but that results in ugly(er) skins.
To go back and answer a question he asked that hasnt been answered yet. You CAN NOT downsample maps. They are shrunk as much as can be when they are compiled. You can go through and replace the textures in a compiled BSP... but that is a long difficult process that without lots of extra effort (on top of the long difficult part) results in VERY ugly maps.
there is a few things that can be done... but I dont think its likely to free up as much ram as needed.
OH... and NO there is no way to adjust the heap size in QuakeDC. On PC quake you can do so using command line parameters... but on DC we have no way to input parameters and dont know if they would work if we even could.
One thing about hacking at X-Men...
Remember that this is a commercial mod. They SHOULD already have it somewhat 'optimized' with 8bit sound and the models should be 'saved as Quake models' already. The models skins MAY still use some shrinking... but that results in ugly(er) skins.
To go back and answer a question he asked that hasnt been answered yet. You CAN NOT downsample maps. They are shrunk as much as can be when they are compiled. You can go through and replace the textures in a compiled BSP... but that is a long difficult process that without lots of extra effort (on top of the long difficult part) results in VERY ugly maps.
there is a few things that can be done... but I dont think its likely to free up as much ram as needed.
OH... and NO there is no way to adjust the heap size in QuakeDC. On PC quake you can do so using command line parameters... but on DC we have no way to input parameters and dont know if they would work if we even could.
My old Sig was broken. Enter the new Sig!
- mankrip
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Remember that we are talking about a commercial mod, please...Tyne wrote:Plus it saves download time.
![Razz :P](./images/smilies/icon_razz.gif)
And where can I find CoolEdit? Is it a sound editor?
The heapsize of QuakeDC is 9.1 MB. It's probably set to the maximum it can get, because 9.1 MB + 1st_read.bin + midway_1.exe + wince are about 12 MB, what is the amount of RAM that the DC has. I'm sure that there are some more unused DLLs in the wince folder...
- Tyne
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Memory: 16MB RAM main, 8MB RAM video, 2MB RAM sound. Total, 26MB.
Edit: The information can be found here
http://db.gamefaqs.com/console/dreamcas ... cast_a.txt
Edit: The information can be found here
http://db.gamefaqs.com/console/dreamcas ... cast_a.txt
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right
refreshing Tyne really knows his stuff and the dreamcast 16 meg main is 100% right
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http://r2k2gate.topcities.com *dev site and my releases*
![Image](http://www.geocities.com/reapersthebest/SIGC64.jpg.txt)
Im' a Commodorian are you?