matmook Posted January 28, 2010 Share Posted January 28, 2010 I'm currently playing with Mod player on Jaguar (Sinister Developments's player and SebRMV's player). There is another mod player in Tempest2k's source code done by Imagitec Design but this is just a object file (SYN6.O), not a source file... Can I found more information on this somewhere ? Quote Link to comment Share on other sites More sharing options...
doctorclu Posted March 8, 2010 Share Posted March 8, 2010 The title mentions Imagitec. Did you find out more about their mod player? Quote Link to comment Share on other sites More sharing options...
matmook Posted March 11, 2010 Author Share Posted March 11, 2010 The title mentions Imagitec. Did you find out more about their mod player? Yop Doctorclu No, I didn't found more informations on this but I was just curious at how it runs (I'm currently using Sinister'one and/or SebRMV's one) ... Perhaps there is some source code on those Extremist pack ? Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted June 30, 2013 Share Posted June 30, 2013 The Imagitec Mod player is basically a 4 channel protrack mod player and 4 channels for sfx. There is a couple of versions , not sure if the defender 2000 is the only one which need to be copied to certain memory address in memory. For the Bubsy ,Dinodudes . Iwar , Raiden and I think Zool it just got loaded into memory and was accessed via xref.l INIT_SOUND xref.l PT_MOD_INIT xref.l FADEUP xref.l FADEDOWN xref.l NOFADE xref.l SET_VOLUME xref.l START_MOD xref.l STOP_MOD xref.l PLAYFX xref.l NT_VBL xref.l RESUMEDSP xref.l HALTDSP xref.l DISABLE_FX xref.l ENABLE_FX I am looking at old code and trying to figure it all out again This is done at the start of the program lea BASE,a5 Jsr INIT_SOUND ;start the music driver ----------------------------------------------- A0 = address in memory where the mod is lea mod_load_addr,a0 ;addr to load jsr PT_MOD_INIT ;setup song and player ----------------------------------------------- needs no variables , just stops the current mod jsr STOP_MOD ---------------------------------------------------- used in pause screens to stop the music and maybe sfx jsr RESUMEDSP Halt will take a bit mask for which channels to stop moveq #$30,d0 moveq #$0f,d0 jsr HALTDSP ---------------------------------------------------------------- This function is called in the VBL to play the music sfx etc. jsr NT_VBL ------------------------------------------------------------------ Stops the mod form playing and restarts it jsr STOP_MOD jsr START_MOD ------------------------------------------------------------------ move.b #xxx, d0 - volume in the range 0x00 upto 0xff jsr SET_VOLUME ------------------------------------------------------------------ lea sample,a0 move.l #length,d0 moveq #1,d1 ;priority move.w #$3fff,d2 ;pan value jsr PLAYFX ----------------------------------------------------------------------- That's sort of a rough explination. Hope it helps 3 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted June 30, 2013 Share Posted June 30, 2013 Seedy1812, are you the author of the Imagitec player? Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted June 30, 2013 Share Posted June 30, 2013 (edited) Not really. I tweaked it a bit for Jeff Minters needs on defender 2000. Most of it was converted by Trevor Raynesford to the Jaguar from the Amiga ProTracker code. But I used it in Bubsy, Evolution Dinodudes and IWar ( Andrew Seed) Edited June 30, 2013 by Seedy1812 8 Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted July 1, 2013 Share Posted July 1, 2013 Not really. I tweaked it a bit for Jeff Minters needs on defender 2000. Most of it was converted by Trevor Raynesford to the Jaguar from the Amiga ProTracker code. But I used it in Bubsy, Evolution Dinodudes and IWar ( Andrew Seed) Nice topic Do you have more info/sources laying around ? 1 Quote Link to comment Share on other sites More sharing options...
Chilly Willy Posted July 4, 2013 Share Posted July 4, 2013 I took the protracker C code that was posted as PD for the Amiga and fixed a few things - added proper support for some commands as well as support (compile-time selectable) for up to 8 channel MODs and even panning. I've used the code on a number of platforms - namely the 32X and SegaCD, but it could be used on anything really. The SegaCD version is interesting as it loads the MOD file from CD (could be loaded from rom or anything else), can preprocess the pattern data to make notes quicker (compile-time selectable), and can resample instruments to fit into a set amount of sample ram. The 68000 is called by a timer interrupt to handle the score, and all calls to the sample mixing are through a pcm library, so that's also easy to adapt to another platform. The mod playing code is plain C, and the pcm library is a mix of C and assembly. If you're interested, this archive has the latest code: http://www.mediafire.com/download/a46r5bmoxamgmqw/cdmodplayer-20130626-nomods.7z 1 Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted July 21, 2013 Share Posted July 21, 2013 I don't have any of the code for the mod player , just the syn.o file to link with and the include file with function offsets. The core of the player did not change. The update was done on the 68000 and the sample playing + mixing was done on Jerry. The initial version loaded up a mod and played it , either Bubsy or Iwar had a set sample bank and the song could be loaded in separately. It saved a bit of Rom space. With Bubsy at the last moment they wanted the speech at the start of the levels and we did not have much space left , that's why there is only 1 per world and its low quality. Jeff Minter wanted the mod player to load at a specific memory space on Defender 2000 so we tweaked it for him. 4 Quote Link to comment Share on other sites More sharing options...
lotek_style Posted July 26, 2014 Share Posted July 26, 2014 Do you know who did the music for I-War? Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted July 27, 2014 Share Posted July 27, 2014 (edited) It was the guys who do did Tempest 2000 Kevin Saville http://www.mobygames.com/developer/sheet/view/developerId,6782/ Alistair Lindsay http://www.mobygames.com/developer/sheet/view/developerId,158266/ ( I thought Alistar worked on it but he's not put it down on his credits ) Edited July 27, 2014 by Seedy1812 1 Quote Link to comment Share on other sites More sharing options...
lotek_style Posted July 27, 2014 Share Posted July 27, 2014 (edited) Wow thanks a lot for the fast reply. Some other sites List Ian Howe/Alastair Lindsay/Kevin Saville/Julian Hodgson for the Tempest 2000 Soundtrack... I guess that's only for the Audio-CD maybe? Mobygames only lists Alastair Lindsay/Kevin Saville for Tempest 2000 so I think this is confirmed now. Edited July 27, 2014 by lotek_style Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted July 27, 2014 Share Posted July 27, 2014 I think so. Ian , Alastair and Kev worked in house. I never heard of Julian Hodgson. Quote Link to comment Share on other sites More sharing options...
Songbird Posted July 28, 2014 Share Posted July 28, 2014 Hi, Andrew, Nice to see you posting here! Been a long time since we last emailed... The initial version loaded up a mod and played it , either Bubsy or Iwar had a set sample bank and the song could be loaded in separately. It saved a bit of Rom space. That's the same way the Protector MOD player works: I load the samples once but keep the song data separate, so I can load a variety of songs all using the same instruments. Definitely saves a lot of ROM / CD space, as each song is only about 10KB of data compared to 100KB+ of instruments. 1 Quote Link to comment Share on other sites More sharing options...
Chilly Willy Posted July 29, 2014 Share Posted July 29, 2014 Hi, Andrew, Nice to see you posting here! Been a long time since we last emailed... That's the same way the Protector MOD player works: I load the samples once but keep the song data separate, so I can load a variety of songs all using the same instruments. Definitely saves a lot of ROM / CD space, as each song is only about 10KB of data compared to 100KB+ of instruments. That's pretty much the way Psygnosis handled music on the Amiga. If you look at MODs made from their games, the instruments are usually identical across all MODs. Clearly, the game just loaded the instruments to chip ram and swapped just the scores. Quote Link to comment Share on other sites More sharing options...
lotek_style Posted July 30, 2014 Share Posted July 30, 2014 Not only on the Amiga... also on CARLOS for ST they used the same technique... I realized that when reconstructing those modfiles. Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted August 8, 2014 Share Posted August 8, 2014 Every time I started to type a reply strange things would happen , loads of text would disappear and in frustration I would swear at the computer and close the window. Hiya Carl , I remember us talking MANY years ago it must have been about 2002. I hope you are keeping well. Quote Link to comment Share on other sites More sharing options...
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