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Old 02 August 2010, 02:40   #1
8bitbubsy
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Looking for ProTracker 2.3D source code

Is this available somewhere? I can't seem to find it at all
I'm rewriting ProTracker 2.3D in C (+ SDL) atm, and I would love to have the corrosponding assembly file to do stuff as close to the original as possible.

Here's my current work:


Windows binary:
http://16-bits.org/PT23D-SDL.zip

If you get an error message saying "Can't find MSVCR100.DLL", then you need "Microsoft Visual C++ 2010 Redistributable Package (x86)":
http://www.microsoft.com/downloads/d...displaylang=en



Last edited by 8bitbubsy; 03 August 2010 at 03:26.
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Old 02 August 2010, 03:45   #2
hitchhikr
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Some protracker source code:

ftp://ftp.untergrund.net/users/hitch...2_v1.3_src.zip
ftp://ftp.untergrund.net/users/hitch..._v3.15_src.zip
ftp://ftp.untergrund.net/users/hitch...r_v4.0_src.zip

I don't think specific 2.3d has ever been publicly available.
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Old 02 August 2010, 10:01   #3
s2325
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Great, thank you, I'm waiting for finished version of ProTracker for Windows.
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Old 03 August 2010, 10:52   #4
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almost off topic: did you rewrite the replay ?
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Old 03 August 2010, 13:39   #5
8bitbubsy
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Quote:
Originally Posted by Asle View Post
almost off topic: did you rewrite the replay ?
No, the structure and design of the MOD replayer is done by mukunda over a query on IRC (that was fun), but I've modified it extremely much, and added EF0-EFF (invertloop) support and fixed things. It's a fairly accurate MOD player, more accurate than the most MOD players out there.

This ProTracker clone is written from scratch with mostly my own "idea", it's not a 100% asm to c conversion. But on some things I might try to make it as close as possible.

There's another group out there with the philosophy of doing an almost asm to c conversion of ProTracker. The project is called "PTPlay"... Although there seems to be many errors in the playback and it doesn't use SDL, but a weird API instead. Not very protable!

Last edited by 8bitbubsy; 05 August 2010 at 00:30.
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Old 03 August 2010, 14:49   #6
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oooh cool project!
toss over the sources and i'll make an amigaos4 and osx version happen!
=)
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Old 03 August 2010, 15:06   #7
8bitbubsy
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Hey hey hey!! It's far from done, and the code is kind of spaghetti... But if you REALLY want to, then I guess you can.

Last edited by 8bitbubsy; 03 August 2010 at 15:35.
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Old 03 August 2010, 15:23   #8
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=) it would be cool if you notified me when you are ready for release, and i'll help out with compiles.
btw, did you know about this project? (now dead though).
http://os4depot.net/index.php?functi...otracker23.lha
it's also written using sdl btw.
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Old 03 August 2010, 15:24   #9
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btw, you can reach me on spotup at gmail dot com..
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Old 03 August 2010, 15:28   #10
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Old 03 August 2010, 15:35   #11
8bitbubsy
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Here's the source to toy around with:
http://16-bits.org/PT23D-SDL_src.zip

I included the Microsoft Visual C++ 2010 project file. You may want to make your own makefile if you want to compile it with GCC.

Quote:
Originally Posted by spoUP View Post
btw, did you know about this project? (now dead though).
http://os4depot.net/index.php?functi...otracker23.lha
it's also written using sdl btw.
Yeah, that's PTPlay.. I've talked to the author and seen the sources. My code sure is spaghetti, but it's pristine in comparison to PTPlay... Also I think PTPlay used something else than SDL, iirc.

Last edited by 8bitbubsy; 07 August 2010 at 09:54.
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Old 03 August 2010, 22:26   #12
Skope
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Sweet project Bubsy!
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Old 04 August 2010, 22:08   #13
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Old 04 August 2010, 22:40   #14
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LOL!
I read patterns-1, which means that I start to read the sample data 1024 bytes too early in the file... I fixed the problem now, same sources/links.

Last edited by 8bitbubsy; 05 August 2010 at 01:02.
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Old 05 August 2010, 00:28   #15
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Poll: Should I use the hard Amiga panning (0, 255, 255, 0) or the softer one (64, 192, 192, 64)? The EXE and src in the links does currently use the hard panning, I changed it some minutes ago.
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Old 05 August 2010, 00:37   #16
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Quote:
Originally Posted by 8bitbubsy View Post
Poll: Should I use the hard Amiga panning (0, 255, 255, 0) or the softer one (64, 192, 192, 64)? The EXE and src in the links does currently use the hard panning, I changed it some minutes ago.
How about making it user selectable? Personally I always reached for the mono button on my amplifier as I can't stand Amiga stereo.
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Old 05 August 2010, 00:43   #17
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Yeah, maybe
Argh! The pitch problem is still there... This will be an endless debugging situation.

EDIT: Ah... So it was a finetune problem after all, I fixed it now.
I passed the finetune function "curr_sample - 1", and the function itself also did curr_sample - 1... Poor samples, getting their wrong finetunes!
At least I fixed the "too early sample loading" problem too. Two problems fixed! Should be good now.

Links updates, panning changed back to soft.

Last edited by 8bitbubsy; 05 August 2010 at 00:58.
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Old 05 August 2010, 09:45   #18
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Are you s'posed to not be able to click anything in the window? Replay works just fine under Win7, but I can't click anything to get the "proper" feel of my Amiga PT

*pouts*
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Old 05 August 2010, 23:20   #19
8bitbubsy
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As written earlier, it's far from done. The only clickable buttons are UP and DOWN on the POS rail (change pattern), and DISK OP. (and the EXIT button on the DISK OP.) screen... The DISK OP. is not functional yet.
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Old 07 August 2010, 09:54   #20
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I made a thread for my project now as the title in this thread is a little bit not useful.. :P

Last edited by 8bitbubsy; 07 August 2010 at 10:13.
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