Orion_ Posted January 10, 2013 Report Share Posted January 10, 2013 I was checking the DiamJag source, the initial version used the old sinister player, but it had bugs after playing too much sfx. Around 2008 I replaced It by the Removers's MOD Player (from rmvlib) and it was working quite well. Now I was thinking of using U-235 sound engine and I was wondering what would be the advantage over the removers's one. did someone test the 2 engines ? Link to comment Share on other sites More sharing options...
sh3-rg Posted January 10, 2013 Report Share Posted January 10, 2013 I was checking the DiamJag source, the initial version used the old sinister player, but it had bugs after playing too much sfx. Around 2008 I replaced It by the Removers's MOD Player (from rmvlib) and it was working quite well. Now I was thinking of using U-235 sound engine and I was wondering what would be the advantage over the removers's one. did someone test the 2 engines ? I think Seb's latest version of the Removers player is very advanced, very high replay quality and supports mods with up to 8 channels (though might be remembering it wrong, sorry!). OK I searched, there's a post about it here. I don't know that anyone has really put one against the other, all I can say for sure is that u235 outperforms Sinister (Tempest 2000) player as I've seen the difference when it is swapped out. Link to comment Share on other sites More sharing options...
SebRmv Posted January 10, 2013 Report Share Posted January 10, 2013 I am particularly proud of the new engine I made last year and I recommend upgrade to the new version, if you are still using the previous one. I don't know however how it compares to U-235 sound engine. Link to comment Share on other sites More sharing options...
Orion_ Posted January 11, 2013 Author Report Share Posted January 11, 2013 it seems like I will upgrade to the newest version of your player. minor change to do then Link to comment Share on other sites More sharing options...
Orion_ Posted January 12, 2013 Author Report Share Posted January 12, 2013 I had some strange op list update problem with your replayer SebRmv, my sprites were flickering a bit. also, I didn't know what player to use, paula.o or sound.o ? I tried the U235 engine, it's working fine, but the music is not correctly replayed (tempo problems) seems like the new mod I use is not very u235 friendly :/ Link to comment Share on other sites More sharing options...
GroovyBee Posted January 12, 2013 Report Share Posted January 12, 2013 I tried the U235 engine, it's working fine, but the music is not correctly replayed (tempo problems) Send a bug report to to Linkovitch and I'm sure he'll look into the problem for you. Link to comment Share on other sites More sharing options...
sh3-rg Posted January 12, 2013 Report Share Posted January 12, 2013 ...one day Link to comment Share on other sites More sharing options...
Orion_ Posted January 12, 2013 Author Report Share Posted January 12, 2013 I did, but the email on his website doesn't work :/ Also, I'm trying to get Sfx working but it seems I cannot. All I ear is a strange sound but not my Sfx. My SfxBank table is this: .long SfxBank: dc.l SfxDiam,SfxDiamE,0,0,64,16000 dc.l SfxMenu,SfxMenuE,0,0,64,16000 Before starting DSP I do this: move.l #SfxBank,U235SE_ptr_sample_bank To Play a Sfx I have made this little routine: moveq #1,d0 ; sample moveq #4,d1 ; channel (after mod voices) bsr U235_PlaySfx U235_PlaySfx: ; d0 = sample N, d1 = channel lea U235_Playlist,a0 ; move.l #SfxBank,d2 ; This seems not to work either ; and.b #$f0,d2 ; or.b #$b,d2 ; move.l d2,(a0)+ moveq #2,d2 ; Play lsl.w #8,d0 lsl.w #4,d1 or.w d0,d2 ; Sample N or.w d1,d2 ; Channel move.l d2,(a0)+ move.l #0,(a0) move.l #U235_Playlist,U235SE_sfxplaylist_ptr rts .bss .long U235_Playlist: ds.l 8 any clue to u235 engine users ? Link to comment Share on other sites More sharing options...
Cyrano Jones Posted January 13, 2013 Report Share Posted January 13, 2013 here's the RAPTOR function to call sample playback RAPTOR_U235playsample: lea playlist,a0 ; The address of the sound effect playlist lea U235SE_sfxplaylist_ptr,a1 move.l #RAPTOR_samplebank|$b,(a0)+ ; Write Set bank to playlist rol.w #4,d1 ; rotate channel to $000000x0 position eor.l #$1f400004,d1 ; $1f40=8000Hz 4=PLAY SAMPLE rol.w #8,d0 or.w d0,d1 ; sample number move.l d1,(a0)+ ; add.l #$00000010,d1 ; move.l d1,(a0)+ ; next channel up moveq #0,d0 move.l d0,(a0) move.l #playlist,(a1) ; once the list is complete, we need to set the playlist pointer to point at it rts Link to comment Share on other sites More sharing options...
Cyrano Jones Posted January 13, 2013 Report Share Posted January 13, 2013 Actually, if you want I can send you the Degz module. If that works, then its the mod your are using, if it doesn't then something else is wrong because we know that module works. Let me know. Link to comment Share on other sites More sharing options...
Orion_ Posted January 13, 2013 Author Report Share Posted January 13, 2013 I tried reshoot.mod from 505 and it's working but the sfx aren't :/ I tried your code and there is still no change, the best I got is a sample from the module bank playing, but not my actual sfx data do you have u235 dev email ? the one on his website doesn't work. Link to comment Share on other sites More sharing options...
Cyrano Jones Posted January 13, 2013 Report Share Posted January 13, 2013 I tried reshoot.mod from 505 and it's working but the sfx aren't :/ I tried your code and there is still no change, the best I got is a sample from the module bank playing, but not my actual sfx data do you have u235 dev email ? the one on his website doesn't work. Ah, the sample bank pointer changed between 0.17 and 0.19 (I think) - hang on... The samples used to start at 32, now they start at 0 (I think) - not sure if linko updated the docs. Best to PM him on AA. Link to comment Share on other sites More sharing options...
Orion_ Posted January 13, 2013 Author Report Share Posted January 13, 2013 ok got it, the SfxBank table had to be aligned on ".dphrase" (and not .long) it's working now Link to comment Share on other sites More sharing options...
SebRmv Posted January 13, 2013 Report Share Posted January 13, 2013 I had some strange op list update problem with your replayer SebRmv, my sprites were flickering a bit. also, I didn't know what player to use, paula.o or sound.o ? I tried the U235 engine, it's working fine, but the music is not correctly replayed (tempo problems) seems like the new mod I use is not very u235 friendly :/ It should be paula.o, if I am right. How do you update the OP list? Can you reproduce a minimal bug report? If yes, I would be happy to look at it. Link to comment Share on other sites More sharing options...
Orion_ Posted January 13, 2013 Author Report Share Posted January 13, 2013 In the vbl int, like this: vbl: bsr mod play routine bsr update op list vblack rte Also, I didn't call the setup interupt routine like you did in the example, as I don't use the complete rmvlib, just the mod player I don't know if I can reproduce it or not, I will try to do it again. Link to comment Share on other sites More sharing options...
SebRmv Posted January 13, 2013 Report Share Posted January 13, 2013 In the vbl int, like this: vbl: bsr mod play routine bsr update op list vblack rte Also, I didn't call the setup interupt routine like you did in the example, as I don't use the complete rmvlib, just the mod player I don't know if I can reproduce it or not, I will try to do it again. Ok, in this case, just reverse the order in which you call the interrupts (ie update OP list before mod routine). This will solve the problem. Link to comment Share on other sites More sharing options...
Orion_ Posted January 13, 2013 Author Report Share Posted January 13, 2013 I inverted in my post, the order is right: op update, then play module it's doing the same thing, but only on Virtual Jaguar on the real Jaguar it's working (but the module music doesn't play very well compared to the original) I made a minimal version so you can test if you want (mp) Link to comment Share on other sites More sharing options...
LinkoVitch Posted January 13, 2013 Report Share Posted January 13, 2013 I tried reshoot.mod from 505 and it's working but the sfx aren't :/ I tried your code and there is still no change, the best I got is a sample from the module bank playing, but not my actual sfx data do you have u235 dev email ? the one on his website doesn't work. Oops! sorry not been paying attention too much to the scene.. My email address on my website should work though.. linkovitch@u-235.co.uk ?? Did you solve all the U235SE problems? (just been pointed at this thread) Link to comment Share on other sites More sharing options...
LinkoVitch Posted January 13, 2013 Report Share Posted January 13, 2013 I tried reshoot.mod from 505 and it's working but the sfx aren't :/ I tried your code and there is still no change, the best I got is a sample from the module bank playing, but not my actual sfx data do you have u235 dev email ? the one on his website doesn't work. Oops! sorry not been paying attention too much to the scene.. My email address on my website should work though.. linkovitch@u-235.co.uk ?? Did you solve all the U235SE problems? (just been pointed at this thread) Just checked, and the config for that mailbox was wiped out in a server crash! DOH! sorry (the info@ one!) my bad! Have fixed that now, sorry for cockup Link to comment Share on other sites More sharing options...
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