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Old 14 February 2019, 08:48   #1
chip
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"EaglePlayer" playback VS "real" playback

Hi guys

I like to rip music modules and listen to those with EaglePlayer

Well, i simply want to know if there are difference in listening to the music this way

I mean, the "real" playback of game/demo tune is really better than the "external" EaglePlayer playback ?

Thanks in advance, chip
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Old 14 February 2019, 10:46   #2
meynaf
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In theory, no.
In practice, i've found pathological cases where EP fails to properly play the mod.
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Old 14 February 2019, 11:13   #3
Solo Kazuki
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Eagle Player with good settings of amplifier may sounds even better than "normal" replay, e.g. you can use surround panning.

But as Meynaf said, some modules could be replayed wrong.
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Old 14 February 2019, 11:31   #4
chip
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Thanks for replies guys

Yes, for sure i also find modules which are not played correctly by EaglePlayer

Technically speaking i have no idea why this happens
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Old 14 February 2019, 11:36   #5
Solo Kazuki
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It's default replayer not 100% compatible with ProTracker replay routine and some modules are using tricks.

There's more compatible PT replayer for EP made by Wanted Team. Also some exotic module format replayers are available here.

http://wt.exotica.org.uk/players.html
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Old 14 February 2019, 11:45   #6
chip
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Yes, i have ALL the Wanted Team eaglereplayers

Indeed i love exotic formats too
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Old 14 February 2019, 12:09   #7
meynaf
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If EP fails you may try DT (DeliTracker2). Not perfect, but it's usually quite good for protracker.
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Old 14 February 2019, 12:12   #8
chip
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Thanks for suggest .... i will try that !
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Old 14 February 2019, 21:40   #9
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Quote:
Originally Posted by meynaf View Post
If EP fails you may try DT (DeliTracker2). Not perfect, but it's usually quite good for protracker.
It also plays AHX, TFMX, and quite many others.

Even the seven-channel Turrican II title song played perfectly, while showing all 7 channels in the Levelmeter! Can't ask for more than that.

And DeliTracker II's Levelmeters are 'proper volume' instead of the usual Protracker-style, that only shows when a note is triggered - it looks pretty cool to look at 7 different levelmeter bars showing constantly the volume of each of those channels.

The only fault I can find for Delitracker II is its name - it's a player, not a tracker. But I can forgive it, because of all that I just mentioned..
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Old 15 February 2019, 12:49   #10
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It's quite interesting. I always wondered why it would not be possible to extract the player/code or whatever it is that gives you playback in game as an external entity? This would surely then provide you with an exact replica just without the need to run through the software it came compiled in.
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Old 18 February 2019, 00:05   #11
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The majority of the guts of EP and DT players are made just as you say. They are the actual replay routine from the game. But they have to be modified. The problem is two fold, one the game code doesn't have to be aoS friendly but the EP/DT players do. Hard coded address offsets, non relocatable code, self modifying 68000 only code, they are usually hard coded to use timers or interrupts which again may be in use by the OS. Plus the more exotic modules, the replayers were game specific, meaning they didn't have revision numbers, releases, the songs have no player revision number in them, the song data my look identical format but the player be very slightly different from one game to the next. Instead of writing a player for each game the EP/DT players detect the game from the module and try to tweak the player. I think the module format CUST are ones where the exact replay routine has been used.
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Old 18 February 2019, 01:15   #12
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Quote:
Originally Posted by alexh View Post
The majority of the guts of EP and DT players are made just as you say. They are the actual replay routine from the game. But they have to be modified. The problem is two fold, one the game code doesn't have to be aoS friendly but the EP/DT players do. Hard coded address offsets, non relocatable code, self modifying 68000 only code, they are usually hard coded to use timers or interrupts which again may be in use by the OS. Plus the more exotic modules, the replayers were game specific, meaning they didn't have revision numbers, releases, the songs have no player revision number in them, the song data my look identical format but the player be very slightly different from one game to the next. Instead of writing a player for each game the EP/DT players detect the game from the module and try to tweak the player. I think the module format CUST are ones where the exact replay routine has been used.
Thank you. Very informative and highlights the difficulty in such matters. Just a side note, however, the music composers must have had a way of playing back somehow or was the format something generated after i.e. like making a file into .zip/.rar but containing the necessary files within it.
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Old 18 February 2019, 08:46   #13
chip
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Thank you guys for all your answers to this thread
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Old 18 February 2019, 15:43   #14
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Why bother using #?UAE to run old Amiga music players? Use UADE.
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Old 18 February 2019, 18:59   #15
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Who said anything about emulation?
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Old 19 February 2019, 02:58   #16
Pyromania
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I loved Eagle Player back in the day. Hopefully I can get it to work on my AmigaOne X5000.
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Old 19 February 2019, 09:32   #17
chip
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I love EaglePlayer too

I use it since 2002, when i discovered emulation

It's probably a question of taste, but for me this is the player which sounds better

I used also UADE a little, but i don't like the playback as much as EaglePlayer

Never tried Delitracker

Anyway, even if i'm not dogmatic, between a PC player like XMPlay and Amiga player like EaglePlayer i always used the Amiga one
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Old 19 February 2019, 12:27   #18
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Seems it's not playing some Mugician II modules right
(7voicesdemo sounds different under winuae), but can test it on real hardware..
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