I don't know about working in something like that, but that's one of the benefits of using XM. You can use the "Macro" event to cause E02 to call a special script Function whenever it's met during playback, to have the music control the game. You can also trigger certain XM events from script Functions to cause the game to affect the playback of the music I was under the impression that XM was (one of) the most extensively-featured tracker format(s). There isn't much you need to do in general other than control volume, pitch, and duration of a note, and sequence playback rate and positioning. The event triggering and programmatic control is a bonus. What other formats support what relevant features by standard? (I am aware that there are "extensions" defined by some tracking programs, including "VST", which I'm not considering at this time due to a lack of information and the fact that it would apply significant processing overhead- that level of sound generation would be best left to pre-rendered samples or fully pre-rendered ogg music)
I had some time to throw together a couple of videos. One of them is tutorial-like, but I'll point out this one first, so you can see some non-Sonic stuff :P This second one might be the start of what some people have been looking for. It's a general walk-through of different parts of E02. There's too much to cover very many specifics all at once, so this is more just for getting oriented. You should end up with a slightly better idea of how to find your way around I don't know how much time I have for these right now, so I can't say how many are coming, and when. I hope what I do manage to get out will be of some use :P
IT is actually noticeably more advanced, although the fact that your XM support only has 16 channels makes some of IT's advancements useless [NNAs and 64 channel support], but IT itself supports resonant filters, more than one note to play at once per-channel through NNAs [requiring quite a bit of extra channels per-channel], pitch envelopes [that IIRC can be also instead used as filter envelopes], and 64 main channels. None of these features are in standard FT2 XM, but all of them are in standard IT. Supporting IT would drive the CPU reqs up quite a bit though. Mind you, I use MilkyTracker to track, so I just stick with my XMs [and since I tend not to go over 8 channels anyway, I'm not too worried about the 16ch limit], but IT is a much more powerful format. It's the most powerful of the big 4 classic module formats [XM/MOD/IT/S3M] before including any nonstandard extensions, with XM being the second-most.
Ah, right.. I have seen the notes-per-channel thing before. The problem is, though, exactly as you said- As-is, I need to take another good look at my XM player sometime to try and optimize it more. Additional features in this case would just add unnecessary slowdown when they're not actually in use by a particular song, including support for more (and variable) channels. I chose to fix the channel support at 16 since it seemed like a fair number. I might revisit all this later, but I'm personally satisfied with the current 16-channel-max XM support until I've gotten more core engine and interface work done It's probably not impossible, but I don't really know much about it. If someone else wants to take a crack at it for me to get it done quicker, I can assist. Alternatively, you can use the highlight files I put together for Crimson Editor for myself (note: I ran into memory leak problems using version 3.60, so I rolled back to 3.51 a while ago, and haven't tried any newer versions). I've just added standard Command Alias Names to it, but any of the ones that contain what are considered "delimiters" (like math operator characters) don't highlight due to the way it works. I haven't added anything else other than comments and Keywords, but basic instructions for doing so and for installation are included with the files
So... I got this on the Wii, and I like the new example game, however, there are some pretty big bugs: 1) Default control scheme for Classic Controller is bad. Left is repeated for both Left and Right, causing problems. 2) (This one I know is probably something I could fix if I knew how) Tails is still able to jump and fly in the space of about 3 frames, giving him much more height than he should be able to get and allowing him to break levels. Next two are in the 'Sample Game': 3) Selecting Test Zone Act 2 from level select causes console crash. 4) In Gemstone Gardens 1, the rings monitor spawned by the sign (same as in the demo video) killed Sonic when it landed (crush damage, I assume). Finally, from the Mettrix Demo: 5) Was able to crash Bonus Stage (the rotating maze) by pressing 'B'. Sonic uncurled, started an instashield and game locked up.