English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 28 January 2016, 06:58   #61
ReadOnlyCat
Code Kitten

 
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 46
Posts: 1,012
Quote:
Originally Posted by 8bitbubsy View Post
Yeah, Photon has been the main (?) coder on 'The Player 6.x' the last couple of years... With all respect to The Player, I still think that it's too inaccurate in some situations, but I might be crazy about small details. Not sure if it can do 128K samples properly.
Oh, oki. That is good to know, thanks!
I wonder if anyone has ever written a program which scans the audio registers once per scanline to "digitize" the Amiga audio output? Would be super practical to compare the output of two different players.

Quote:
Originally Posted by 8bitbubsy View Post
PT2.3E's .MOD format is identical to that of PT2.3D and older PT versions. You can find the PT1.x MOD format documentation all over the net.
I haven't changed anything in the format structure, though I have fixed one bug in the module replayer so that sample loop points above the 64K barrier play correctly in the voice handler.
[...]

It was sad having to touch the replayer code, but I felt that it was an essential compromise because I've fixed probably all 128K sample bugs in the whole program (non-replayer stuff). [...]
Thanks again for the info, I will sharpen my google skills.

If that is any relief, I think it is perfectly reasonable to fix player bugs, I am not too sure why that caused you any sadness. If anyone likes the sound produced by the previously buggy version they can always use a player which exhibits the bug after all.
ReadOnlyCat is offline  
AdSense AdSense  
Old 28 January 2016, 12:59   #62
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
Quote:
Originally Posted by ReadOnlyCat View Post
Oh, oki. That is good to know, thanks!
I wonder if anyone has ever written a program which scans the audio registers once per scanline to "digitize" the Amiga audio output? Would be super practical to compare the output of two different players.
Sounds like too much work when you can just dump the audio as a .WAV from WinUAE. Though it's not 100% like Amiga audio (close enough), it's still perfect for comparing two replayers as long as the replayer audio start offset is aligned in the WAV files.
I tend to use my ears instead! Replayer bugs/differences are usually audible, depending on what was changed... Best way to test is to just feed them a whole bunch of different MODs, or make your own test MOD which tests all effects and known PT MOD quirks, where you remember exactly how it should sound.

Last edited by 8bitbubsy; 04 February 2016 at 21:51.
8bitbubsy is offline  
Old 04 February 2016, 21:53   #63
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
I removed the program argument handler now (argc/argv) because it never worked right anyways. Also added a simple intro text scroller when you launch the program.
daxb: Can you check if PT2.3E crashes for you on exit now? I fixed a potential problem with using BEQ.x on an MOVE.L x,An. The zero flag isn't modified when moving stuff to an address register!
8bitbubsy is offline  
Old 06 February 2016, 01:51   #64
Estrayk
Registered User

Estrayk's Avatar
 
Join Date: Apr 2015
Location: Spain
Posts: 86
Hello, 8bitbubsy.
This bug is since first protracker version:

When the directory is too long.. Ive to "parent" and click again in the dir for show the files. Can you fix it?

Ive made a video for show you:

[ Show youtube player ]

Thanks for your work. BTW, still waiting for the MorphOS port.
Estrayk is offline  
Old 06 February 2016, 15:18   #65
daxb
Registered User
 
Join Date: Oct 2009
Location: Germany
Posts: 1,751
Quote:
Originally Posted by 8bitbubsy View Post
daxb: Can you check if PT2.3E crashes for you on exit now? I fixed a potential problem with using BEQ.x on an MOVE.L x,An. The zero flag isn't modified when moving stuff to an address register!
Unfortunately the AllocMem() problem after quite PT is still there when VisualPrefs is running.
daxb is offline  
Old 07 February 2016, 16:48   #66
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
Estrayk: I tried to look into all routines that had to do with clicking a directory and listing a new one, it seems to be a weird limitation when calling some kickstart routines for reading a new dir. I tried to extend all buffers to longer numbers and update the copy loop lengths too, but it didn't help at all.

daxb: Argh!
8bitbubsy is offline  
Old 10 February 2016, 19:19   #67
tEiS
 
Posts: n/a
keep up the good work!!
 
Old 16 February 2016, 11:05   #68
johey
Registered User
 
Join Date: May 2012
Location: Stockholm / Sweden
Posts: 43
Great work!

I find source code to various protracker versions on your website. These are the original versions I suppose? Are you planning on releasing the 2.3E source as well?

Last edited by johey; 16 February 2016 at 11:15.
johey is offline  
Old 16 February 2016, 18:16   #69
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
Quote:
Originally Posted by johey View Post
Great work!

I find source code to various protracker versions on your website. These are the original versions I suppose? Are you planning on releasing the 2.3E source as well?
Hi,

Those files are the original unmodified asm source codes. And yes, I plan to release the PT2.3E source code at some point when I feel that it's stable enough. It has already been leaked to some people, but I guess it's not spread yet.
8bitbubsy is offline  
Old 22 March 2016, 16:50   #70
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
Fixed a bug where the REPLEN value was halved when you entered a value manually.
EDIT: Also fixed a critical bug where >64 pattern modules would totally mess up the memory/program when loaded! 64/100 patt check fail.

http://16-bits.org/PT23E.LHA

Last edited by 8bitbubsy; 22 March 2016 at 21:58.
8bitbubsy is offline  
Old 01 November 2016, 14:46   #71
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
I kind of lost interest in this project, so I'll just release the source code already. Keep in mind that some parts of the code are not re-sourced, this all started as one big disassemble...
I use asm pro. Just run asm pro in the source dir and it should assemble and build just fine.

http://16-bits.org/etc/PT23E_src.zip

Do whatever you want with it. Make a new improved version, make a fork. Etc.
8bitbubsy is offline  
Old 02 November 2016, 23:03   #72
syphus
Registered User
syphus's Avatar
 
Join Date: Jan 2009
Location: Newcastle, UK
Posts: 18
Thanks 8bitbubsy, builds and runs a treat!

Thanks also for the packer/unpacker tools (and the source - I've compiled them to use on OS X). I'd like to tweak some of the graphics resources for my own perverse thrills, in a sort of HeartTracker style with wonky edges and a custom mouse pointer; do you have any info on the bitplane count/dimensions of the raw files so I can load them into a pixel editor?

Thanks in advance!

syphus/Up Rough
syphus is offline  
Old 10 November 2017, 19:10   #73
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
Just wanted to say that I fixed a problem where the VU-Meters would be choppy.

Release: http://16-bits.org/PT23E.LHA
Source code: http://16-bits.org/etc/PT23E_src.zip
8bitbubsy is offline  
Old 10 November 2017, 21:10   #74
Retrofan
Ruler of the Universe

Retrofan's Avatar
 
Join Date: Mar 2010
Location: Lanzarote/Spain
Posts: 5,667
Send a message via Skype™ to Retrofan
Great
Retrofan is offline  
Old 23 November 2017, 01:29   #75
Estrayk
Registered User

Estrayk's Avatar
 
Join Date: Apr 2015
Location: Spain
Posts: 86
I just wanted to say that I made my first module with the "protracker clone" and the sensation was exactly the same as if I did it with my real Amiga.

Great work 8bitbubsy!

[ Show youtube player ]

Do not expect much, it's a simple 3-channel module for a game.
Estrayk is offline  
Old 24 November 2017, 08:23   #76
saimon69
Bedroom musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 700
After long time i tried last month the PT clone. in a way was glad to be "back home" but, from another point of view, i got too spoiled with more modern trackers, in particular milkytracker, and miss more comprehensive select/copy/paste of track pieces and multithreading (read:more songs at once). I know is a huge task and probably amiga chip ram would prevent a massive usage, but you see it as implementable in the future?
saimon69 is offline  
Old 29 November 2017, 15:51   #77
8bitbubsy
Registered User

8bitbubsy's Avatar
 
Join Date: Sep 2009
Location: Norway
Age: 28
Posts: 1,254
Send a message via MSN to 8bitbubsy
I updated PT2.3E with a fix for loading old .MODs (Ultimate Soundtracker etc, 15 samples). It was a bug that I introduced myself by accident long ago.

saimon69: Not going to happen, sorry... It's too much work, and I'm not very comfortable with 68K asm.
8bitbubsy is offline  
AdSense AdSense  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Aladdin 4D Beta testers Pyromania Amiga scene 0 22 December 2007 20:22
PSPUAE needs beta Testers! Hungry Horace News 0 01 February 2007 23:38
Wanted: Beta Testers BippyM project.Amiga Demo DVD 51 12 April 2005 07:01
WinFellow project looking for beta testers carfesh News 0 28 June 2004 11:57

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:22.


Powered by vBulletin® Version 3.8.8 Beta 1
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
Page generated in 0.19114 seconds with 11 queries