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SMPS Player with Visuals (Preview)

Discussion in 'Technical Discussion' started by Oerg866, Apr 22, 2010.

  1. ..antialiasing? Where?
     
  2. LocalH

    LocalH

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    I think he's talking about the logo at the top of the 1.0 ROM.
     
  3. Selbi

    Selbi

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    Sonic ERaZor
    That flashing SMPS logo at the top looked sweet. It would look even cooler though, if the speed of the rotating was equal to a channel's volume of the current note or something. That'd give it a visualization like style.
     
  4. Actually, now that I analyzed it a bit, it IS in fact dependend to the complexity of the song. You see, the whole ROM is one giant loop. At the end of this loop the pallette is shifted by a word. (Only the logo's segment of it though). Depending on whether the loop has to draw 9, 8, 7 (...) or 0 meters, the loop will finish fast or slow. Also new ROM coming soon :3
     
  5. [​IMG]

    ROM'd

    WHAT'S NEW?

    * Note doesnt trigger when inactivity goes to $7f anymore, meaning no more hearing nothing but vu meter going off.
    * $87< sample bug fixed. I can has many songs with different samples now :O
    * Fixed a few things here and there. VU Meters have color, but the separate level colors (yellow/red) don't work yet because I have to figure out how to solve a problem... for now it's all green.
    * New font :O!
     
  6. Code (Text):
    1. I:\>cd smpsplay
    2.  
    3. I:\SMPSPLAY>cd toolkit
    4.  
    5. I:\SMPSPLAY\Toolkit>addpcm
    6. SMPS 68k Player - SAMPLE adder!
    7.  
    8. addpcm <file> <pitch> where pitch is in decimal
    9.  
    10. warning: filename is either 8.3 or with quotes around it!
    11.  
    12. I:\SMPSPLAY\Toolkit>addpcm I:\expbase.snd 4
    13. Sample added and saved to I:\SMPSPLAY\samps\samp14.snd!
    14.  
    15. I:\SMPSPLAY\Toolkit>addpcm I:\expsnare.snd 4
    16. Sample added and saved to I:\SMPSPLAY\samps\samp15.snd!
    17.  
    18. I:\SMPSPLAY\Toolkit>addpcm I:\expsnarel.snd 4
    19. Sample added and saved to I:\SMPSPLAY\samps\samp16.snd!
    20.  
    21. I:\SMPSPLAY\Toolkit>
    Some programs for easy usability! On saturday I will release the source maybe...
     
  7. WOW!!!! I CANT BELIEVE I GOT SO MUCH FEEDBACK!!!!

    K so yeah, unused sound channels and rests and stuff are now correctly recognized, haywire after nonlooping songs is fixed. :3
     
  8. nineko

    nineko

    I am the Holy Cat Tech Member
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    Very nice work you have there. It reminded me of this old post where LocalH invited me to prepare a music ROM with all my songs, I'm tempted to do so now. Even though I'm kinda out of the SMPS élite these days, so much for being a pioneer who retired early :P

    I'm looking forward to where this is going, once the player core is stabilized you can go everywhere with this. Colored VU meter bars like you planned would definitely be a neat step.
     
  9. Okay :)

    [​IMG]


    ninja'd
     
  10. Overlord

    Overlord

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    How extensible is this? Could you port it to say Winamp or foobar, or are we talking pure ASM =P
     
  11. This is a Sega MD/Genesis program, so we're talking 68K asm here :(
     
  12. Overlord

    Overlord

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    It could have been C :colbert:

    But OK, fair enough =P
     
  13. LocalH

    LocalH

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    Now make that scroller at the bottom smooth, and put color and scroll speed control characters in the scroll text :)
     
  14. ICEknight

    ICEknight

    Researcher Researcher
    How about making a plugin that runs it under emulation, and reads external files? Isn't that how the N64 players work, more or less?
     
  15. Sure, except I can't do that :P
     
  16. Selbi

    Selbi

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    This might be complete bullshit, but couldn't you rename the song to something like music81.srm and tell the game it's SRAM, so you can still load external files? Remember my first 5 words though...
     
  17. I cant load songs from SRAM, sorry.
     
  18. Selbi

    Selbi

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    But what about making an external program, that can put songs and the player together? You know, offest based and stuff.
     
  19. That is possilble, but how do you want to add PCM Samples? And that dll would have to include an entire sega genesis emulator...

    In other news, flickering eliminated, code optimized a lot atm.
     
  20. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    Why, because you don't know how or because your code is busted and you can't tell why? I personally don't know the semantics of SRAM on the Genesis, but there are several people here who do. And since SRAM is a raw format, a tool to make a SRAM database wouldn't be hard to write =P