安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









To play the song you press X (Button 1) as much as you can until the tracking area is flashing, then use the axis down control (I use the down arrow key) to move the focus to the action bar, press Z (Button 0) to focus, then z again to press the play button.
Thanks for the informative comments! I'm super hyped for CC2.0 :)
To answer some questions below:
1) Sawtooth waves are coming in the 1.1.0 update, not including them was a bit of an oversight!
2) Sine waves will not be included. They didn't show up in PC hardware until the early-90s, this hardware is closer in spec to the Atari 2600 :)
3) I agree the current specifications are a bit limiting, although personally I think that's part of the fun! Remember that the Robot Arcade is a mostly demo for what's ahead: Speakers with more sound channels, writable hard drives, higher resolution displays with more colors, etc will all be coming in the full "CraftOS 2.0" product :)
Older systems used the triangle wave in place of sine. Less processing power required, see, and the two are reasonably similar. Saw was apparently common though, and is supposedly the best for various string instruments.
Or so says the hour of web browsing which makes up my knowledge of how sound waves work.
A saw wave would be very nice, as well as a sine wave, I was actually surprised when I saw there was no sine. I just felt like sine was always very a very prominent and important part of sound design.
Also not to nag, but only 2 channels is a bit limiting, as most chip-tune audio systems in real life have at least 3 and usually 4 channels. Although usually only 1 of these is an arbitrary sound channel and the others are dedicated to a pulse wave or triangle or such. Anyways, having great fun with this CC2.0 preview. Keep up the good work!
From a thematic standpoint, I can see why Dan didn't want write capabilities, as they are 'supposed' to be little mini-games and he didn't see a point in adding write access. However, if we wanted to make larger, more complicated games, having save-games would be very useful, as well as for projects such as this one. And if you look at what the disks are supposed to even be (floppy I assume from the design and from the fact that they're called disks), floppy disks can be both written to, and have information erased from them, so the only explanation would be that the Robots in redirection only have reading capabilities for their drives, which is just kind of sad.
I upload it and then see you've gone and beaten me (by a matter of hours) with something much, much better. :)
I assume you ran into the same walls I did re file output? Oy Dan, even if limited to a meg per mod and text-mode only, it'd be really helpful if we had writing capabilities!
And on the topic of audio, a saw wave would be nice too, if it's not any trouble?