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#141 |
OCS forever!
![]() Join Date: Mar 2019
Location: Birmingham, UK
Posts: 380
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#142 | |
OCS forever!
![]() Join Date: Mar 2019
Location: Birmingham, UK
Posts: 380
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Quote:
Code:
; Custom chip registers - try and catch predefined EQUs - if it fails sort this ; out yourself :) ifnd CUSTOM CUSTOM equ $dff000 endc ;CUSTOM ifnd INTREQR INTREQR equ $01e INTENAR equ $01c DMACON equ $096 INTENA equ $09a INTREQ equ $09c endc ;INTREQR ifnd AUD0LC AUD0LC equ $0a0 AUD0LEN equ $0a4 AUD0VOL equ $0a8 AUD1LC equ $0b0 AUD1LEN equ $0b4 AUD1VOL equ $0b8 AUD2LC equ $0c0 AUD2LEN equ $0c4 AUD2VOL equ $0c8 AUD3LC equ $0d0 AUD3LEN equ $0d4 AUD3VOL equ $0d8 endc ;AUD0LC ; Audio channel registers ifnd AUDLC AUDLC equ 0 AUDLEN equ 4 AUDPER equ 6 AUDVOL equ 8 endc ;AUDLC ; CIA registers ifnd CIAA CIAA equ $bfe001 CIAB equ $bfd000 endc ;CIAA ifnd CIATALO CIAPRA equ $000 CIATALO equ $400 CIATAHI equ $500 CIATBLO equ $600 CIATBHI equ $700 CIAICR equ $d00 CIACRA equ $e00 CIACRB equ $f00 endc ;CIATALO Separate objects/linking files is better aside ( ![]() Code:
__CUSTOM equ $dff000 ... __AUD0LC equ $0a0 ... __CIATALO equ $400 Last edited by Antiriad_UK; 02 March 2021 at 10:49. Reason: Updated source |
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#143 |
Lemon. / Core Design
![]() Join Date: Mar 2016
Location: Tier 5
Posts: 964
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My solution was to just delete them from the player source
![]() Anyhow.. the MINIMAL setting lopped off about 8k from my test.exe ![]() |
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#144 |
OCS forever!
![]() Join Date: Mar 2019
Location: Birmingham, UK
Posts: 380
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#145 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 518
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Found a bug. The 9 command isn't being honoured when using sample 0. The trick allows for playing a sample offset at different volumes. It works by running a setup line first with no note and the command with the instrument number. Playing a note with sample 0 then plays the sample at the previously set offset. For example..
--- 5 910 D-3 0 C20 There's a few variants to this aswell. I'll roll up a demo mod with them in tomorrow. |
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#146 | ||
Natteravn
![]() Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,872
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Quote:
Which players or trackers are known to work like you said? Although, probably I will implement it neverthess, as long as it doesn't break other modules. ![]() Quote:
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#147 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 518
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Yeah it does look that way in the source but actually when it's used with a note the command gets executed twice. It plays the note at the offset and subsequently moves the offset on again.
Pretty sure all the versions of protracker have this "feature" including the original replay source. Bubsys clone also supports this along with the player 6.1 |
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#148 |
Registered User
Join Date: Oct 2009
Location: Germany
Posts: 2,792
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#149 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 518
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#150 |
Natteravn
![]() Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,872
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I think I made a mistake and optimised that feature away.
![]() According to the original PT2.3B source it should work without a note. I got nothing to reproduce the problem, but maybe you want to test my fix from the latest beta-archive: http://sun.hasenbraten.de/~frank/TEST/ptplayer61beta.lha |
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#151 |
Mostly Harmless
![]() Join Date: Aug 2004
Location: Northern Ireland
Posts: 973
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Code:
- New function mt_loopfx() for playing looped sound effects. ![]() |
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#152 | |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 518
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Quote:
Also double thanks for implementing the master volume changes (which I think I missed?). I've got smooth transitions between mods now. side note, I forgot I modified the mt_init to use a unified sample pack for all modules. i built a little app which finds all the unique samples (by name) in a colletion of modules, exports a single sample pack and adds references inside each module. Guess I'm mentioning it in case there was anybody else here who might need that? It just made the process of making the music for my game a lot easier as each mod can be written separately but also share samples. |
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#153 | |||
Natteravn
![]() Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,872
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Quote:
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![]() But I don't understand why you have to change something in mt_init for it? mt_init allows the separate specification of module- and sample-pointers. |
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#154 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 518
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So, its a little more complicated I guess. My tool runs through the following steps.
1. optimise all modules, removing unused patterns and samples 2. makes a list of all distinct samples and saves them in an indexed pack 3. using the index, it runs through all the modules replacing the first 4 bytes of the sample name with the index value within the sample pack 4. each module is then saved as pattern data only 5. on mt_init, I pass in the base address of the pack, as the init runs through each sample setting pointers, it grabs the index id from the sample name and uses that to find the required sample within the pack. the found sample is then loaded into the sample pointers. so basically without the tool its not really useable. once the game is done I'd happily wrap it up into something useable it anybody needs it. |
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#155 | ||
Natteravn
![]() Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,872
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