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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 20-Jun-2008 8:12:23
#361 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@soiaf

Thanks. The code compiled without any changes so definitely much easier.

Unfortunately it's not reentrant but as I have a way of dealing with that when making plugins it won't be a problem.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 20-Jun-2008 11:05:00
#362 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

nice to see the thread living without me bumping it all the time! =)
thanx for the tips soiaf! appreciated!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Jun-2008 3:39:02
#363 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@sallass00

it seems like in_wsr (the wonderswan player) is based on the oswan (wonderswan emu)
sources. maybe looking at those sources can help you to find the problem?

find the latest release here!

edit: this link might be better.

Last edited by spotUP on 26-Jun-2008 at 03:43 AM.
Last edited by spotUP on 26-Jun-2008 at 03:39 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Jul-2008 17:20:54
#364 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

bump!

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sundown 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Jul-2008 21:53:09
#365 ]
Elite Member
Joined: 30-Aug-2003
Posts: 5120
From: Right here...

@all

Is TuneNet development dead?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Jul-2008 23:40:59
#366 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@sundown

it doesn't seem to be in very active development, that's for sure. dead, i don't know. :(
i haven't seen paul around since ages.

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firbodi 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Jul-2008 23:45:21
#367 ]
Super Member
Joined: 2-Sep-2003
Posts: 1046
From: Planet Earth!

The skin-able version looked good. But it had some bugs. I was expecting a bug free version, but that hasn't happened yet.

Looking forward to nice updates like before.

Firbodi

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sundown 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Jul-2008 23:56:19
#368 ]
Elite Member
Joined: 30-Aug-2003
Posts: 5120
From: Right here...

@spotUP

I would hope not, but I thought I would stir the pot to see if anyone knows whats going on with it.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 29-Jul-2008 0:34:40
#369 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@sundown

yea, keep stiring!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Aug-2008 17:24:35
#370 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

thanx to a clever guy called salass00 we now have support for another 'quirky' format!
it's known as APE and it's a lossless audio format. guys, please vote for salass00 for next moth's donation round at amifans.net, he if anyone deserves your appreciation! i am sure quite a lot of work was needed to finally bring us an APE plugin aka monkey's audio.

APE Monkey's Audio lossless codec
Monkey's Audio Codec is a lossless audio codec w/ good correspondence of
compression (and decompresssion) ratio and time. Monkey's Audio Codec can be
used for personal, educational and non-commercial purposes. Commercial usage
requires prior written permission from Monkey's Audio author. Homepage.

Download here!

Last edited by spotUP on 16-Aug-2008 at 05:30 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 21-Aug-2008 20:54:33
#371 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

not exactly tunenet related, but we got a datatype for playing westwood .aud music, and since there's a datatypes player for tunenet, you can now play this media in tunenet.

http://www.os4depot.net/?function=showfile&file=datatype/sound/aud_dt.lha

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 21-Sep-2008 17:39:52
#372 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

thud!

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Kicko 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 21-Sep-2008 17:47:39
#373 ]
Elite Member
Joined: 19-Jun-2004
Posts: 5009
From: Sweden

@spotUP

Anyone have problems with the APhone skin for tunenet. Here the round borders are pink instead of transparent. Thats on os4.1. On Os4.0 it looked fine. Probably someone knows how to fix this.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 25-Sep-2008 23:38:22
#374 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

great news! bean has returned, and a new version of tunenet is released, it's a small update with some fixes.

i hope we'll see some more action in this thread now, there's still some formats that needs to get sorted. :)

bean, i just had an idea....

how would you feel about opening up the plugin api source?
wouldn't it be cool if other amiga audio apps could support tunenet plugins?

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Bean 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 25-Sep-2008 23:47:51
#375 ]
Super Member
Joined: 4-Apr-2003
Posts: 1225
From: U.K.

@spotUP

One of the things on my old list was to document the plugin API properly and release it. At the moment you have to download examples and work from that!

What I think you're getting at though is making the TuneNet player into a simple library and providing an API for that? Perhaps, it depends on time, I want to finish some other items first though.

Cheers,
Bean.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Sep-2008 0:09:46
#376 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@Bean

i was aiming at ... the easiest way to make amiga music players use tunenet plugins.
i leave the techy bit to the onesin the know. :)

sallass00, i just found some cryptic japanese info on the WSR format, helpful?
does someone here know japanese? translate? :)

wsr plugin for winamp

- WonderSwanの曲を再現するのが目的なWinamp pluginです。
拡張子が wsr なファイルが演奏可能です。


wsr format
- ファイルのサイズは 64KB*n (n=1,2,3,...) とします。
- このフォーマットのヘッダーは、ファイルの最後の32バイトになります。
(ヘッダーとは言わずフッターになるんでしょうけど)

offset size 内容
------ ---- -----------------------------
0x00 0x04 WSRFという文字列
0x04 0x01 バージョン番号 (今は00)
0x05 0x01 最初の曲番号
0x06 0x10 予約
0x10 0x06 起動命令 (Jmp命令)
0x16 0x01 (Developer ID)
0x17 0x01 (Minimum support system)
0x18 0x01 (CartID)
0x19 0x01 (??)
0x1a 0x01 (ROM Size)
0x1b 0x01 (SRAM/EEPROM Size)
0x1c 0x01 (Additional capabilities)
0x1d 0x01 (RTC)
0x1e 0x02 (Checksum)

0x10の起動命令というところですが、ここからCPUが処理を開始しますので
Jmp命令を置いて好きなアドレスに飛んでください。
0x16〜0x1fは使っていませんが、ROMからコピーしておいてください。
DeveloperIDやCartIDがもしかしたら役に立つかもしれませんので。

- CPU(V30MZ)の実行手順は以下のような感じ。
1. AX=曲番号
2. CS=0xFFFF, IP=0x0000として実行開始
→つまり、メモリ上では 0xFFFF0 の位置から実行開始。これが上記の起動命令という場所。

Edit: I cut the japanese changelog out, as it is of no use.

Last edited by spotUP on 26-Sep-2008 at 12:30 AM.
Last edited by spotUP on 26-Sep-2008 at 12:20 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Sep-2008 0:28:32
#377 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Wow! I didn't know babelfish knew japanese. Let's see if we can understand something from this:

wsr plugin for winamp - the fact that the tune of WonderSwan is reproduced purpose is Winamp plugin.
The extension wsr the file is performance possible.

wsr format - As for size of file 64KB*n (n=1,2,3,…) With it does. - The header of this format reaches the last 32 bytes of file. (The header you do not say and become the footer however it is probably will be,)

offset size - content

0x 40 x01 - version number,
0x 0 x04 - WSRF (now 00)
0x 50 x01 - first tune number
0x 60 x10 - reservation
0x 100 x06 - starting order (Jmp order)
0x 160 x01 - (Developer ID)
0x 170 x01 - (Minimum support system)
0x 180 x01 - (CartID)
0x 190 x01 - (??)
0x1a 0x01 - (ROM Size)
0x1b 0x01 - (SRAM/EEPROM Size)
0x1c 0x01 - (Additional capabilities)
0x1d 0x01 - (RTC)
0x1e 0x02 - (Checksum)

it is about, starting order of 0x10, but because CPU starts processing from here, putting in place Jmp order, please fly favorite to address. 0x16 - You do not use 0x1f, but please copy from ROM.
When DeveloperID and CartID do perhaps, because perhaps is useful. - CPU (V30MZ) as for execution procedure like below feeling.
1. AX= tune number
2. As CS=0xFFFF and IP=0x0000 start of execution -> in other words, in memory from the position of 0xFFFF0 start of execution.
The place, this above-mentioned starting order. As for setting and the like of the interruption, please go during early processing.
The interruption vector is on RAM.
When it is kss and hes etc, when early processing is done, Ret it does, but in case of this wsr Ret please do not do.
When early processing ending is gone, please point even with the infinite loop.
Because the above-mentioned explanation is unkind, as for details please look at the source.
Perhaps, if the behavior of WonderSwan understands, you think that you understand whether what should have been done. When starting becoming AX= tune number, with just behavior as wsr player, concerning other thing therefore just it is moving normally, is.

2006/3/32 - Because first release 2006/4/6 - correction of Voice output - superior/subordinate nibble reading reversal of the waveform data

2006/4/13 -, processing of false random number of noise to the source of OSWAN the CPU core falling to the infinite loop was correction - adjusted, when - the interruption of VBlank and HBlank enters simultaneously, because one side was ignored, to interrupt seriously, it tried to decide, when - “(frequency &0x7FF) = 0x7FF” is, it tried not to put out sound, because (excessive sound had come out because)

2006/4/14 - as for previous frequency decision seems that by mistake is with lock man & [huorute], “When frequency = 0xFFFF” is, because sound is not put out modification - was mistake in processing of false random number, because it is like the transfer rate correction

2006/4/15 - Sound DMA is variable, it tried mounting, because (among transfer rates of 4 types, two speed is unclear, imperfection) - in the volume of PCMVoice the transfer rate correspondence

2006/5/3 - Sound DMA the transfer rate of modification 4 type it tried trying to become 12KHz/16KHz/20KHz/24KHz, does not know) - initial value of frequency was modified to 000 -> 7FF (as for noise of Gundam SEED and (really how, while it is frequency of initial value having sounded,Perhaps, that because you thought whether there is no 7FF,…. Actually you do not know) - as for the drum of [giruteigiapuchi] 2, not to use PCMVoice output, how, to sound normally, because the technique that is used, it keeps renewing corrugated memory intently, - this software extracting the part where it is necessary for tune performance from the source of OSWAN 0.70, is something which it made concerning the source which it tries trying to be reflected on the output ripple mark even when renewing the corrugated memory. Basically it is the sufficient emulator which is not input of picture indication and the button. - As for remodelling and distributing this source please go freely.

Last edited by spotUP on 26-Sep-2008 at 12:40 AM.
Last edited by spotUP on 26-Sep-2008 at 12:38 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Sep-2008 1:00:22
#378 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

And here's the developer ID list for the WSR format.
It could be fun to include the developer name in the songtitle, like this.
Final Fantasy II - Intro (Squaresoft)

{ 0x01, "Bandai" },
{ 0x02, "Taito" },
{ 0x03, "Tomy" },
{ 0x04, "Koei" },
{ 0x05, "Data East" },
{ 0x06, "Asmik" }, // Asmik Ace?
{ 0x07, "Media Entertainment" },
{ 0x08, "Nichibutsu" },
{ 0x0A, "Coconuts Japan" },
{ 0x0B, "Sammy" },
{ 0x0C, "Sunsoft" },
{ 0x0D, "Mebius" },
{ 0x0E, "Banpresto" },
{ 0x10, "Jaleco" },
{ 0x11, "Imagineer" },
{ 0x12, "Konami" },
{ 0x16, "Kobunsha" },
{ 0x17, "Bottom Up" },
{ 0x18, "Naxat" }, // Mechanic Arms? Media Entertainment? Argh!
{ 0x19, "Sunrise" },
{ 0x1A, "Cyberfront" },
{ 0x1B, "Megahouse" },
{ 0x1D, "Interbec" },
{ 0x1E, "NAC" },
{ 0x1F, "Emotion" }, // Bandai Visual??
{ 0x20, "Athena" },
{ 0x21, "KID" },
{ 0x24, "Omega Micott" },
{ 0x25, "Upstar" },
{ 0x26, "Kadokawa/Megas" },
{ 0x27, "Cocktail Soft" },
{ 0x28, "Squaresoft" },
{ 0x2B, "TomCreate" },
{ 0x2D, "Namco" },
{ 0x2F, "Gust" },
{ 0x30, " ***" },
{ 0x31, "VGD" },
{ 0x32, "MGT" },
{ 0x33, "WIZ" },
{ 0x34, "***" },
{ 0x35, "***" },
{ 0x36, "Capcom" },
{ 0x37, "DDJ" },

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Oct-2008 11:12:45
#379 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update 49:
* Bonk ported to AmigaOS4, info added to post #1.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Oct-2008 16:24:57
#380 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Update 50:
* Added Bonk to the list of supported formats.

BOWOOOOONK!!!! Salass00 IS BACK!!! \o/

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