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rensoup

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Everything posted by rensoup

  1. Not sure what you mean with 16bit, you have full AUDCTL control per envelope step if you use extended instruments with .erti files
  2. The song's not exactly my favourite but damn that's an impressive Pokey rendition! 👍 Level UP! ( possibly Maxed out? )
  3. dmsc wrote LZSS, it's compressed streaming obviously... otherwise the files would be huge. 11Kb include 5KB for the player code (VUmeters, proportional font code, font, text, ...), just output it from RMT2LZSS to get the .lzs16 size.
  4. I dug up a bunch of interesting old threads: new tracker discussion, 10 years ago... (yeah I know analmux isn't with us anymore) some really cool nes tunes played with pokey using some special player by @andym00 (only thing I understood was that it used variable timed irqs to only update pokey as needed) Some nice bass sounds by @Sandor / HARD . it is compatible with RMT but requires 39 updates per frame so that's 1950hz. A bunch of tunes made by Jakub Husak with softsynth, a really old tracker I'd never heard of... http://asma.atari.org/asmadb/search.php?play=1723 http://asma.atari.org/asmadb/search.php?play=257
  5. Seem like a big improvement to me 🙂. Let me know how it goes...
  6. But it's all good with the new 1.63 release, right ???
  7. So it's all good now, right ? Oh, nevermind, maybe another time, if I can learn programming I mean you should now be able to use 2 tone and other funky SKCTL mode with the RMT2LZSS player. If you wanted to play the .lzs16 file inside your own app however, you would have to set SKCTL manually because it isn't saved inside the .lzs16 file. It's doable of course, I just have to be a little more cautious with the other playback frequencies. Speaking of which... I probably introduced a bug by adding this so while 100->50hz works, others might not anymore🤔 Well the idea is to be nearly as fast as pressing play inside RMT, I don't know what kind of beast of a computer you own but on my machine, compressing a LZSS tune like BS takes a second or two!
  8. new release! 1.63 Apr 2021 -added initial SKCTL field -slightly tweaked frequency reduction option -added flag for outputting a single tune line -added Vinscool's custom notetables (V21) @VinsCool I've changed the frequency reduction to output the even Pokey data register sets instead of odd ones (or the opposite?) and it helps with your BS tune a lot but it's still not as good as your manual tweaks... not sure why... You can also output the first song line only, which should help with iteration times hopefully? The SKCTL value isn't part of the LZSS format so it still needs to be set manually in your app.
  9. Agreed, it sounds great! Great PWM, great drums but a litte heavy...
  10. yeah but that's not fair, you're using a disc loader which messes with SKCTL 😏. That wouldn't happen if you'd booted from a cart, would it ? Anyway, I've updated the player so that SKCTL can be set to any value so anybody can experiment with it. Upload will follow shortly.
  11. I doubt that... Are you saying it happens in the emulator ? Which you happen to be running from that horribly slow Wine thing 😏... or does it happen on your real A8 ?
  12. Good to hear that someone else found a use for it (on the A8)! That's an interesting diagnostic given that dmsc's code works in Altirra and on Vinscool's real unmodified Atari 800XL but not on your modified 600XL 🤔 It seems to me there's an issue with your extension ? I don't know if SKCTL needs to be initialized but I never touched because it seems to be useful for producing different kind of sounds (like synthpopalooza demonstrated ). It was discussed a while back that it could possibly be stored as an extra channel but only a single tune ever changed it during sound playback... so it was left alone. I figured I could add an option to set the SKCTL value in RMT2LZSS so that it would be possible to try different modes like synthpopalooza but... too lazy so far. ...Perhaps for the next version then! As for 2. you mentioned that your simple stereo is not switchable ?? Doesn't that renders it incompatible with every A8 software ? (Your fix would make 50+hz tunes DLIs slower too)
  13. Also an interesting possibility... Which one's better, QT or GTK ? I've used neither so I did a quick search and QT seems to make more sense technically but its licensing seems to be different ?
  14. It's written in D and it's an Alpha release, so probably not packed with editing features. It shows how to interact with ASAP for playback which is potentially interesting (although I spotted a 6502 emu in there)
  15. Well I did but I'm not sure if you meant to illustrate track effects ? I can see that she's using a lot of them of course... And damn that editor is primitive: press arrow down x times, press number, repeat many many times 😝
  16. Always nice to have cross platform in mind as long as there's a solution which ticks all the boxes but I don't know if that 's the case here... That's looks pretty good, I'd never heard of it! Good: -C++ but has binding for lots of languages (C# !) -fast: outputs a bunch of vertex buffers Bad?: -C# binding has to go through C binding (not a major problem, just extra stuff to deal with) -Rendering is done via a graphics library (Veldrid) which is built on top of SharpDX. But I guess that lib isn't really required and can be bypassed. -It's a GUI, not something as complete as Winforms. There's no fileselector fo instance (although I see some projects which have implemented it). What if you want to multiselect/edit or some other feature? you'd have to implement that yourself... Again, cross platform is nice but I think single platform with richer features is better. I was curious about QML (QT with C# bindings) but I'm not sure what it's like speedwise
  17. ah yep, I was looking at the code and it was a little confusing but I can see it works exactly like you describe. In theory it's easy to add a speed parameter to the envelope... If I start putting too much stuff in the .erti file, I'm thinking it'd become a nightmare to maintain from a user's POV though.
  18. So you'd have all of the envelope parameters available as track parameters as well ? (volume, filter,...) Are you talking about the instrument note table ? it looks like it's moving 1 step at a time, same as the envelope ? It's not difficult to support longer envelopes but it means that everything would have to be defined in the .erti file.
  19. folk rock or medieval, I don't know which one is worse 🤠
  20. Exactly, the less medieval the better 😃 And it wasn't that much work (compared to converting the RMT player) but feel free to express your gratitude with an Axelay or Castlevania cover (with lots of PWM) 😆 It also helps figuring out what's actually useful vs what would probably be useful which could in turn help designing a potential new tracker... (but let's no get carried away!) Right now RMT2LZSS should kind of act as "play" button replacement but I guess the compression step is a little slow? (But I guess you aren't exactly helping yourself with that Wine setup!)
  21. It might be from a user's POV but not from a technical POV. I doubt it is that difficult to change RMT to support effects per channel (as long as the ASM player is removed too of course, which is a bigger job) Since effects are part of the instrument envelope in RMT, I suppose 1 envelope step corresponds to the tracker moving down 1 line ? So I guess if you had a 3 step envelope with effect 99 and a XY parameter (say $45 $44 $1a) in RMT, you'd write it in the track effect column in a "typical" tracker as 3 consecutive lines: 99 $45 99 $44 99 $1A right? Does that mean the envelope becomes useless ?
  22. One thing I'm wondering is why every tracker author insist on creating their own GUI for their editor ? I'm guessing refresh speed is an issue ? What's wrong with Winforms for a tracker editor ?
  23. Perhaps but I guess you could say that about RMT too... (and perhaps a bunch of other trackers?) Problem is the same... no source code. The only readily available Pokey emulator with good accuracy is Fox's ASAP which is what's inside RMT so you'd get the same glitches 😕
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