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Posts posted by LinkoVitch
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This list is supposed to be secret...
Bring forth the pain stick! We have to perform a paining!!!
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But I fear, mind-reading is totally out of scope for the Jag (though as programmer on the Jag I believe it can ...)
Hey stop lying to people! as a programmer you know full well that mind reading is a core feature of the Jag
coder: OK I make this simple change..
Jaguar (reading coders mind):.. I see what you want me to do, that makes perfect sense.. here you go.. enjoy
BLANK SCREEN
MUWHAHAHAHA
They're right evil buggers!

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Yay! glad it turns out to be an official cart!

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It looks very good, but I was a little unsure of the edge connector it doesn't look to have much in the way of a chamfering on the edge of the PCB. It all looks very good tho.
I dug my copy out which is of the original BS not Gold which I believe yours is also. Taken some pics to compare, I also have an overlay.
Looking at the label on my cart, the blues are a deeper richer blue in the bottom right corner (unless that is just the camera etc), the chamfering on the PCB and length of the pins looks different too.
Could be different runs, but it may be you have a high quality Repro, I cannot say for certain.
HTH
(and yeah I took all pictures stood on my head, it's the only way! bloody technology :/)
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Like with electronics, don't leave unused inputs to "float" (with unknown values) or you risk undefined or unknown results. Always try and work from a known state.. especially on the Jag

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Have you tried setting all the registers to 0 before attempting to configure the blitter? Might just need a tidy up before 1st use. Could have some random values in there from the power cycle
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Hi peeps!
I have been thinking about moving the documentation for the Sound Engine into an online format rather than a hefty PDF included with the releases. Not really fan of maintaining multiple parallel versions of things so want it to be one or the other. At the moment I am playing with simply dumping the docs onto our website in as close as possible style as the PDF is.
My post here is to ask you, the people for your thoughts?
I am working on an online version of the docs at the moment, it's a bit messy as I have to go through tweaking formatting etc, but if you could have a lookie and let me know your thoughts? https://www.u-235.co.uk/developer/sound-engine/documentation/v0-24/
If you wish it would be interesting to hear what formats you would prefer your documentation in (for local docs).
I did consider Doxygen etc, but figure that's going to require me going and putting walls of text into the source (which is already hefty enough) plus they all seem to support specific languages, as this is a binary release software not sure they work well.
Thanks
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Actually scratch that sorry. Took me a while to fathom.. The slow sounding samples is due to you changing the playback_rate and period AFTER the SE code has been started. These need to be set After the initNTSC/initPAL but before you actually start the DSP. The values used setup the timers for sample playback and are used to calculate the synthetic frequencies, so if you change them after the timers are set.. weirdness.
Sorry it took me so long to get to this.
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And the fix for the slow playback is that the defines for 24KHZ playback rate are significantly out! If you switch to the default 16kHz, it sounds correct. I'll add that to the bugs list also.
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sorry for delay, finally gotten around to playing with this on real hardware.
1st issue of only one sample playing (in the case of your example code). This is due to you using multiple sound banks, in that a sound bank MUST be Double-Phrase aligned (we wipe out the low nibble for the set command). So your first bank is happening to be OK, but the second isn't.
I am trying to figure out why the pauline sample seems to play at half speed, that is completely bizarre!
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It's one of those "Makes perfect sense in my head" kind of things
alas (fortunately
) no one else can know what is going on in my head 
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I will have a proper lookie at this later, but from my 1st quick scan though, why are you defining sample banks with only one sample each time? That is possibly going to cause weird problems.
I would recommend you define 1 sample bank with your samples in, and declare it once, and then make calls to play the samples in that bank when you need them. eg:
.LONG sample_bank: dc.l sample_1 dc.l sample_2 dc.l 0 dc.l 0 dc.l 64 dc.l 8000/2 dc.l sample_2 dc.l sample_end dc.l 0 dc.l 0 dc.l 64 dc.l 8000/2 sample_1: incbin "sample20.raw" sample_2: incbin "pauline_help_me.raw" sample_end:Then you can call each sample number to play it, either at the freq in the bank or a specified freq (depending on instruction).
The only time you need to set a bank is if you have multiple sample banks and need to switch to another, once it is set, it is not changed. This isn't terribly clear in the example code, I'll add a note to rectify that.-
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Hi,
I have tried your new package within the ELF format and I have the same issues as the previous package.
I got some warnings in u235se.inc, not a big deal but just had the wish to report them.The symbol <U235SE_sfxplaylist_ptr> is defined 2 times; the remaining warnings are redefinition symboles: U235SE_ptr_sample_bank, U235SE_playmod and a_vde.There are also various imported symbols not referenced but doesn't prevent the assembly.Unfortunately, I'm not able yet to have a ELF executable due to the reference to undefined symbols:Sorry, just noticed I actually have 2 bug cards raised for these exact issues in my bugs list. So they are still active. I will try to remove one or both of them with the actual release of 0.24 which hopefully I will do in a shortish amount of time. I was just posting those zip files here for swapd0's project so they were not holding him back.
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The doubly defined symbols are likely due to you having the u235se.inc file included multiple times within your source. I am not 100% if the ELF object is correctly generated I haven't put much time into looking at that, sorry.
You could use the binary blob version instead however, this removes the need for you to link against the SoundEngine and you can just include it as binary.
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Here is a patched binary blob for you anyway, should work fine with the inc you have already, but fixes the bugs I mentioned.
Your current issues do sound very weird! can't think of a reason for any of those issues if they worked on previous engine versions, I've not made any changes to the core of the engine for the tweaks in the version you have.
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Also if you use a module that uses the more advanced (Pro-Tracker?) timings (Fxx command with a value => 20) then you will just get silence and possible DSP crash, just found another couple of typo's. Any mod that uses F values less than that will be fine however

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Are all your samples 8bit signed samples? At the moment there is only support for signed samples. If you are using 16bit or unsigned samples these can sound pretty terrible. If you want me to have a look at the samples in question email them over to me.
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OK, attached a working version, complete with support files and example.
If you look at the `reloc-main.s` and compare to the main.s code you can see the difference in calls, also use the `u235se-rel.inc` for referencing the variables in the SE once it is loaded into the DSP.
if you have RMAC/RLN installed, running make should build you the main.cof and reloc.cof examples, both just play the ALF.mod, but proves all working ticketyboo
I need to update the manual and a few other bits but hopefully this should work fine with any non-RLN builds as the u235-rel.bin is just an ABS binary blob. (you will need to leave it in place once you init the SE from it, don't reuse the memory or anything as it also contains a timing LUT which may be needed depending on the mod)
Previous crash you had was probably due to me being a numpty and leaving a header on the binary blob! oops!
Bloody colds!-
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This cold is really destroying my ability to function, sorry I only just read you last message. That blob is full of fail sorry. I have a working version in the pipes at the moment now. Just tidying up complete with appropriate include file etc. Will get it to you hopefully shortly.
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As I said my brain isn't really working due to lurgy
, realised my mistake after I posting, will sort out an updated inc file or something.-
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Can you try out this version Swapd0?
Jumping to the offset 0 is modinit, jumping to offset 2 will copy and setup SE for NTSC, offset 4 will copy and setup for PAL.
I need to have a think about modifying or providing a 2nd inc file with offsets to the variables within DSP RAM as obviously the labels don't exist. Full of a cold at the moment though so not really wanting to spend time sat hacking away at this right now.
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I don't have much free time at the moment, so it may take me a little longer than I hoped to get the relocatable binary working. Forgot there is a LUT used for determining timings for individual divisions in a mod. So I need to implement a fix for that as well, as that is referenced from within the DSP code. Shouldn't take me too long

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Sorry, I wasn't aware anyone was specifically waiting for tweaks to get their bits complete. Which of the things you have asked for do you need for Classic Kong? I am pretty busy at the moment, but if I get some time I can have a look and may be able to get you something sorted.

Upcoming Jaguar Game Drive Cartridge
in Atari Jaguar
Posted
Well technically there will be a Pre-Order.. that time after you have filled in the order form, but before you press "Complete Order" / "Checkout" button
I guess people could hang in that sort of order limbo until the timeout on the online page if they really wanted to