I really need to put in a new PCE chip sound engine into the game, but converting over the sound FX too. Not a big deal, but it does mean either logging writes from the nes2pce sound emulation or learning the format of the original engine and decode the sound data.
I have Air Zonk's engine already rebuilt as source code, so I can probably modify that for use with it. Squirrel is more powerful, but might be too resource heavy for kind of thing (squirrel+sample streaming). Dunno. I need to look at it still.
For Air Zonk, I wrote a simple script engine to parse a text file. Though if anyone has more experience with writing script compilers, I could always use the help.
I definitely want the use of a sample channel in the game (both for sound FX and for chiptune use). That alone is going to take up a little bit of cpu resource (interrupt driven). That's why I'm thinking of something more light on the sound engine side (narrow down the features to what's needed for this kind of game related music).
Also, I'll just leave this here:
. Dayman? Hmm.