Kabuto information 65 glöps
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- personal:
- demo SEGA Genesis/Mega Drive The Spiral by Resistance [web]
- What a beauty! This has some impressive effects for NTSC/60 Hz (which is rather low on video bandwidth and thus a bit tricky to make fast effects for compared to PAL/50 Hz) and really lovely soundtrack too! This would have deserved to rank way higher in the compo.
- rulezadded on the 2022-12-23 22:26:58
- demo Amiga OCS/ECS Batman Rises by Batman Group
- Wow, kickass work, made me re-check that I'm really watching an OCS prod
- rulezadded on the 2022-12-12 18:22:38
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- It's still the old version, behind-the-scenes work is slower than expected. We'll post some kind of announcement when the update is ready.
- isokadded on the 2022-11-15 14:41:04
- demo Commodore PET BACK TO THE PET by Shiru
- Really well done! At first glance I thought this was using some kind of secret bitmap mode
- rulezadded on the 2022-11-11 18:13:17
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- @RWL MD+MCD has a lot of features but it sounds like it's tricky to work with too. But playing an 8-channel track should be well possible with that PCM chip with some CPU support (feeding samples to that chip's work RAM, patching samples so they don't use byte 255 and loop prematurely, etc.).
AFAIK software-mixing multiple channels into one hardware channel would only gain speed benefits if they all play at the same volume level or note, otherwise you could just mix all channels by software in the first place. I doubt that you'd get 32 channels at a decent sample rate that way. 16-ish kHz might still work. - isokadded on the 2022-10-28 14:15:29
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- @AW87:
regarding the SNES, I don't think APU/DSP-based mixing is an option (due to strong filtering/compression/limited bandwidth), leaving mixing to the main CPU. At least the APU can be abused for resampling so you can choose an arbitrary mixer output rate (unlike the MD where it needs to be a fraction of 52.8 kHz to sound well, this is why I chose 26.4 kHz. Just feasible, the next step would be twice that and definitely impossible).
The SNES' main CPU is quite a bit slower than the MD's in general, though architectures differ a lot so it's difficult for me to make a prediction. You'll need a lot of tricks for sure to reach a decent samplerate. Maybe get some inspiration from sample mixer routines of C64 tunes? They sound pretty decent and the CPU is very similar. But they might have restrictions that could be a no-go for a MOD mixer too.
So no idea. A SNES expert should have a look into this.
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Regarding pauses: this is mostly caused by song length scanning. It's required for determining the song length and where a song ends, even if it does not end "naturally" by rolling beyond the last pattern or jumping to the first pattern.
Maybe such an option would be possible if all your songs ends naturally and you're okay with not having a total playtime shown. - isokadded on the 2022-10-17 19:34:39
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- The dreaded EFx command! Thanks for the file, one bug less.
- isokadded on the 2022-10-11 19:00:43
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- AW87: Thanks for reporting these issues.
The first one was easy to fix. Stupid bug in the endless loop detector, it did not trigger in the particular case of the song looping endlessly on a single row.
Can you please send me the song causing the player to hang, e.g. per Discord? (Kabuto#7713) I found a song with that name song but that one plays just fine for me so yours might be different... - isokadded on the 2022-10-10 22:06:06
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- RWL: yes, we plan to make a bugfix release at some point to fix bugs we found so far. I will look into all the bugs you (and others) post, tackling one after another.
Regarding the files that were not acepted: This was just meant to be a player for Amiga ProTracker MODs. Those 2 that were rejected are PC MODs that use period values (notes) not supported by ProTracker. I might or might not add support for them. But it's a can of worms - just allowing for more frequencies could break Amiga MODs that rely on ProTracker's limits. Also, effects in PC MODs might work differently, someone with more experience would need to help me with this. And I'm not aware of any reliable way of detecting what platform a MOD file was made for in the first place.
Temple of Sun Remix has a related issue, it seems to be a PC MOD as well - even though it stays within ProTracker's note range, its highest note (B-3) is out of range of notes that OCS Amigas can reliably play so I also restricted my player to that. This one is easy to fix in my player, but I really hope that there are no songs that rely on the glitchy playback of B-3 and would thus break...
The volume limit you saw is indeed a technical limitation. Mega Drives have 10 sound channels, only one of which is used (the one that can play PCM). Emulators probably set 100% = the theoretical maximum of all 10 channels at peak, so a single channel will be at 10% amplitude = -20 dB. And even then many MOD files don't exceed 50% of the theoretical maximum amplitude. But some do so better play it safe ;)
Btw there are tricks for boosting the volume on Mega Drives via an undocumented register. But it comes with drawbacks - increased jitter and 5x ladder effect distortion on MD 1. Just turning up the volume a bit is probably the better choice IMHO. - isokadded on the 2022-10-09 20:55:19
- demotool musicdisk SEGA Genesis/Mega Drive MDMOD Player by Titan [web]
- PAL or NTSC does not matter - if you add a region switch to your MD, it will only change the video standard, not the internal clock rates; the internal player runs independent of the video output so it'll sound exactly the same.
MDs that were originally PAL and those that were originally NTSC however have slightly different master clock rates and so pitch/speed will be slightly different between both, just like a record spinning a little bit faster/slower. The number of samples per song tick will still be the same for both of course so songs that use long samples with vocals etc. exactly synced to song ticks it will still work fine in either case.
I did not add a PAL/NTSC check for adjusting song pitch since many MDs are region modded these days and while you can detect the current region, it's impossible to detect the master clock frequency. Any auto adjustment could thus end up going in the wrong direction. - isokadded on the 2022-10-06 13:27:21
account created on the 2009-02-04 12:29:51