• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


This topic is now archived and is closed to further replies.


xm format problem

3 posts in this topic

Okay, this one is to all you pro''s who use to design players and stuff for the .xm format (or other module formats)... I have a lil'' problem with the format description which was released by mr.t or what''s-his-name. It says that if an instrument has more than one sample, you gotta load the sample header, and then the sample data for each of the samples. This is right if every sample actually contains sample data. But now there are plenty of modules which contain instruments with more than one sample, and the first sample says it contains n bytes sample data. But immediately after it''s header, there comes another sample, and then another, until the last of those samples finally contain the actual sample data. But this one which has the sample data attached to it actually says it doesn''t (samplesize field is zero). So I fixed my reading algo, but now it''s unable to read modules with instruments that contain several samples *with* sample data. So is there any flag or something indicating how I have to handle the instrument''s samples? I''d really appreciate your help!!! pi~

Share this post

Link to post
Share on other sites
The XM format is quite messy and the description not accurate.

I suggest you take a look at the modplug XM loader (it was ported to Linux some time ago and is open-source)

if XMINSTRUMENTHEADER.size is zero, there is still
sizeof(XMINSTRUMENTHEADER) bytes that are written.

(Search for gmodplay and/or modplug-xmms)

Here is the structures I''m using

typedef struct tagXMINSTRUMENTHEADER
DWORD size;
CHAR name[22];
BYTE type;
WORD samples;

typedef struct tagXMINSTRUMENT
DWORD shsize;
BYTE snum[96];
WORD venv[24];
WORD penv[24];
BYTE vnum, pnum;
BYTE vsustain, vloops, vloope, psustain, ploops, ploope;
BYTE vtype, ptype;
BYTE vibtype, vibsweep, vibdepth, vibrate;
WORD volfade;
WORD res;
BYTE reserved1[20];

typedef struct tagXMSAMPLESTRUCT
DWORD samplen;
DWORD loopstart;
DWORD looplen;
BYTE vol;
signed char finetune;
BYTE type;
BYTE pan;
signed char relnote;
BYTE res;
char name[22];



Share this post

Link to post
Share on other sites
Thx for your response. I''ll immediately try it out to fix my code, I hope it works.
I can''t understand though why the group who invented this format is unable to build up a fine documentation on it.


Share this post

Link to post
Share on other sites