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Old 28 January 2016, 05:58   #61
ReadOnlyCat
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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.

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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.
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Old 28 January 2016, 11:59   #62
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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 20:51.
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Old 04 February 2016, 20:53   #63
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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!
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Old 06 February 2016, 00:51   #64
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Hello, 8bitbubsy.
This bug is since first protracker version:

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

I´ve made a video for show you:

[ Show youtube player ]

Thanks for your work. BTW, still waiting for the MorphOS port.
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Old 06 February 2016, 14:18   #65
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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.
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Old 07 February 2016, 15:48   #66
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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!
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Old 10 February 2016, 18:19   #67
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keep up the good work!!
 
Old 16 February 2016, 10:05   #68
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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 10:15.
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Old 16 February 2016, 17:16   #69
8bitbubsy
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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.
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Old 22 March 2016, 15:50   #70
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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 20:58.
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Old 01 November 2016, 13:46   #71
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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.
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Old 02 November 2016, 22:03   #72
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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
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Old 10 November 2017, 18:10   #73
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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
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Old 10 November 2017, 20:10   #74
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Great
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Old 23 November 2017, 00:29   #75
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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.
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Old 24 November 2017, 07:23   #76
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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?
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Old 29 November 2017, 14:51   #77
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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.
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Old 07 August 2018, 19:52   #78
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I updated PT2.3E today with some fixes: https://16-bits.org/PT23E.LHA

== Update 07.08.2018 =========================================================
- PSED bugs fixed (entry select bug, proper update on cancelling insert, etc)
- Replayer effect E4x was accidentally broken during re-sourcing, fixed
- The "D" (Pos delete) GUI button didn't work correctly
- If effect 9xx was used before stopping the song, the sample play line in the
sample editor could start at the wrong position when jamming samples.
- If CIA B was used instead of A, it would NOT be successfully released after
exiting the tracker. (bug exists even in PT1.2A...)
==============================================================================


Source code: https://16-bits.org/etc/PT23E_src.zip
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Old 08 August 2018, 01:57   #79
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Thanks 8bitbubsy
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Old 08 August 2018, 08:05   #80
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Quote:
Originally Posted by 8bitbubsy View Post
I updated PT2.3E today with some fixes: https://16-bits.org/PT23E.LHA

== Update 07.08.2018 =========================================================
- PSED bugs fixed (entry select bug, proper update on cancelling insert, etc)
- Replayer effect E4x was accidentally broken during re-sourcing, fixed
- The "D" (Pos delete) GUI button didn't work correctly
- If effect 9xx was used before stopping the song, the sample play line in the
sample editor could start at the wrong position when jamming samples.
- If CIA B was used instead of A, it would NOT be successfully released after
exiting the tracker. (bug exists even in PT1.2A...)
==============================================================================


Source code: https://16-bits.org/etc/PT23E_src.zip
Hi 8bitbubsy, what great work you’re doing!

I was wondering if you could add something to your version of Protracker that’s been missing from Amiga Trackers since 1988.

In the earliest DOC/Jungle Command versions of Soundtracker it was possible to use effect commands to turn on Paula’s inter-channel FM and AM.

Here’s some info:

http://eab.abime.net/showthread.php?t=91735

Now, the FM is pretty much useless, it seems to only produce clicking, but the AM sounds really cool. I, unfortunately, can not get the early versions of Soundtracker to run, you need a 7Mhz Kickstart 1.2 machine, and it doesn’t like degrader software. Plus, those programs have primitive file management, it’s a nightmare.

Some nice folks on here did give me the assembly code to make a script that turns on this AM and it works, it’s amazing, but of course, then I’m stuck with it turned on for the whole song. It would be nice to have a new EFFECT COMMAND that let us turn it on and off at will.

Here’s the coding thread:

http://eab.abime.net/showthread.php?t=93471

Do you reckon you could pull this off and add an effect command for AM modulation between channels?

Thanks for the great work so far
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