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rensoup

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Everything posted by rensoup

  1. Great vibe! (Even though not usually my cup of tea) Feels like a tune for a platformer or something 🙂
  2. Ah... I got confused with the recently released Arkos tracker... Looks like Neotracker has been around for a good 15 years and never really caught up with RMT... plus the editor actually runs on the A8 ? Doesn't look like the future of A8 music to me 😐
  3. It doesn't support Pokey but that's not a deal breaker if all that's needed is an editor but there's no source code for it either.
  4. yeah it should output the file fine, there really isn't any reason for it not too because it's just dumping the raw pokey data and the instrument speed is irrelevant. But it might crash when looking up the string corresponding the speed ("50hz"/.../"200hz") because it isn't there obviously 😏 (or some other equally silly crash) Dmsc's original LZSS player would also play it fine, but not my version because it relies on interrupts for efficiency (and that's not entirely possible above 200hz). Bottom line: Don't do it 😀
  5. Yeah it's pretty easy to support if the LZSS player just sits idle while waiting for the right scanline before running (meaning it sucks all the CPU time)... Like I've mentioned a while back: 400hz is possible, perhaps even 800hz... but I doubt you'd want 4 channels at 800hz because it would be a waste of cycles and also a waste of space (the tune would have to be really short to fit in 64KB). Perhaps a single one and the rest at a lower playback speed. But then it means altering the LZSS compressor to compress Pokey channels individually... a bit of work for something that's not important at this point. That latest sketch sounds pretty good too!
  6. Yes you're talking about the Pokey emulator, would be nice if Altirra was modular and we could use its Pokey emulation but it may not be that difficult to split it... It's not really that important (for now at least) because you can always export an obx and run it Altirra. Yes but I doubt RMT does any "on the fly switch toggling" and rebuilds the xex internally, it probably has all the flags enabled... (easy to check I guess... just output the simplest possible tune and check the xex ) That's right I took the player source from the 1.28 release and left all the options enabled (except playSfx and stuff like that) but the code is all cleaned up now so there's none of that stuff left.
  7. Of course... -The Pokey emulator of course. RMT uses ASAP(Pokey.dll) which was originally based on Atari800 and rewritten later. The same tune exported to an obx will sound different if played in Altirra. -LZSS simplifies the compressed data if the volume is zero, it seems to cause differences but it can be disabled in RMT2LZSS. -the way the values are sent to Pokey could potentially cause differences but I tried using the same method as RMT and it made no audible difference. The RMT player, C# or asm, should output exactly the same data however...
  8. I've said it already: my player is Raster's 6502 asm RMT player converted to C#: it does exactly the same thing in a different language
  9. Nice! Hopefully those bugs are solvable...
  10. It doesn't seem to do a whole lot: // 6 Add $XY value to FILTER_SHFRQ. (Whenever the new note in track is getting started, FILTER_SHFRQ is initialized to $01, so that default join filter generator frequency is higher by 1.) for each channel: When getting a new track line: [CH].FilterShiftFreq = 1; (emkay asked me to be able to have a custom value, so you can change it in the instrument file ) When updating [CH].FilterShiftFreq += [CH].envelope.commandArg; if HP filter is enabled AudF[CH+2] = AudF[CH] + [CH].FilterShiftFreq; It's pretty simple though I don't know what kind of effect it has on sound
  11. it's simple if you only understand half the problem 😏 Because the tracker editor interacts directly with the player, it puts your data (notes instruments,...) into the 6502 memory every time you press "play", then runs the 6502 player which in turn, decodes song lines/ patterns/ instruments and turns it into raw Pokey data. LZSS is just a decompressor for raw Pokey data...
  12. I played with the volume offset and I had to set the channels to -10 +15 -5 -10 so that I could hear it, obviously that totally messed up the balance😢
  13. I do like it, honest! it's a very cool tune on its own but it's not quite like the original right? It's missing that slow voice-like sound from the 3rd channel ( in the mod file ), no channel available on the A8 to add that one I guess ? That said it's another Pokey pusher 👍 Just curious do you think it's possible to reduce it to 100hz without losing resolution on that 2nd channel (I tried it with RMT2LZSS and you can hear the difference)
  14. Hell no... that wouldn't work at all. It's a lot more involved than that (I mentioned it in the Beyond RMT thread). Even if the RMT source code was available it would be a sizable job: basically it would involve removing the 6502 emulator and the 6502 asm player. Then include my C# version of the player (which would have to be converted to C++ first) and interface it with pokey.dll (which is actually Fox's ASAP). The source code not being available, it's an "impossible" task. The other closest alternative is to rewrite the editor around my C# player (and interface it with pokey.dll), that's a loooong and boring job...
  15. I could potentially fix it if there's a problem with the code
  16. Well maybe but for that I'd need to understand the problem... 1.Does the problem occur with the original tables ? From your example it seems that's not the case ? 2.have you got a really simple example with a single channel? Hopefully the "Convert again" and auto emulator launch help with that ?
  17. need more details... is this a problem with stock RMT too or just due to the tables ?
  18. ouch, I'd forgotten about the ST version 😲 I have no idea what's going on but yeah those 35sec sound good! I find SID to output pretty clear sound but don't know anything thechnical about it.
  19. Jim Power! Starts really nicely but goes out of control...
  20. @VinsCool I decided to implement that envelope AUDCTL in v1.61 😃 (Available from the usual spot) I have no idea if it works at all, I tried my best to verify the code so hopefully you've got the key to that parallel Pokey universe!
  21. For such an early version it's already pushing boundaries as far as I'm concerned, I keep listening to it👍 (hopefully you'll do the classic 90's version too!)
  22. That's not it at all 🤣 but that sounds pretty damn cool!
  23. I didn't fix that VUmeter glitch 😀 I should have been clearer in the release notes, I tried fixing the 16bit issue where I needed to drop the low frequency byte from being displayed, of course I have no idea if I dropped the right one! But if your tune uses 16bit it could be that it displays less bars now, so there would be enough CPU time. I probably never did any NTSC specific adjustments either, and I guess your tune would glitch at 200hz as well... who cares 🙂 Please let me know about the custom instruments, then I can get started on the Envelope AUDCTL !
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