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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Oct-2008 16:08:16
#381 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I just had a look at OptimFROG and the code that does the actual encoding/decoding is only available as precompiled .so or .dll. I thought I had it compiled but it turned out just to be a C++ wrapper for the above .so/.dll file.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Oct-2008 18:44:25
#382 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

aahaaa.... i see... too bad.
i'll do some googling and if nothing good turns up, i will nuke it from the list.

edit: ok. mailed the guys. let's hope and pray.

Last edited by spotUP on 16-Oct-2008 at 06:52 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 4-Nov-2008 22:13:32
#383 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Salass00 slams again! :D A new plugin that wasn't even in the list of formats from post #1 \o/

Quote:
Update 51: * Added AMR to the list of supported formats.


How about giving one of those that supports a lot of formats a go?
I know we where told to wait with XMP until a new version gets released, but we've been waiting a long time for that now... I have contacted the author many times too, but nothing is happening. Would it be hard to adapt it to your plugin code Salass00?

FMPMD seems like a cool format too, tried that? I located a nice stash of tunes some weeks ago, as seen in post #1.

Or... maybe i should ask like this, which ones have you tried to make a plugin out of? Seems like you've tried quite a few. And, what is the current status of your unfinished ones? Give us some hot gossip to feed on. :)

Last edited by spotUP on 05-Nov-2008 at 12:30 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 5-Nov-2008 0:30:00
#384 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Quote:
Update 52: A new cool player discovered! * MTPng MegaTracker Player (MTP) This program allows you to play Apple IIgs SoundSmith and MegaTracker songs. MTPng also plays NoiseTracker GS 1.x modules and makes an attempt at the music format used in Will Harvey's Zany Golf and The Immortal for the IIgs (it doesn't sound so good yet, but it's recognizable.)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 5-Nov-2008 16:17:31
#385 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Wow! :D Fast work Salass00! I am loving every second of it! Listening to Megatracker tunes now. :)

I have only found one problem yet, it doesn't play this tune
http://home.cfl.rr.com/ischmidt/songs/Delta.zip it seems to be a NoiseTracker GS
1.x module and on Ians page it says there's experimental support for those.

UPDATE: i just tested it with the commandline replayer to confirm, and yes, it works in the commandline player.

Last edited by spotUP on 05-Nov-2008 at 05:11 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 5-Nov-2008 17:00:43
#386 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Haha... what a lame format megatracker uses... the samples are separate files in the same directory.
This plugin wouldn't hurt from supporting a virtual zip filesystem, so that you can play the tunes from the zip files.
It could be done with zziplib i think.
http://www.os4depot.net/index.php?function=showfile&file=development/library/misc/zziplib.lha

It should be added to tunenet itself i guess though.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 5-Nov-2008 19:41:04
#387 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Quote:
Update 53: salass00 rocks!
* Added NTG to the list of supported formats.
* Added MTP to the list of supported formats.

Last edited by spotUP on 05-Nov-2008 at 07:41 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Nov-2008 3:14:56
#388 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Quote:

Update 54: There you go Kicko!
* Added resources for AAC+ (AACPlus)

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Kicko 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Nov-2008 10:05:44
#389 ]
Elite Member
Joined: 19-Jun-2004
Posts: 5009
From: Sweden

@spotUP

Thanks mate. SpotUP the portmaster :) I hope salass00 will do a tunenet plugin.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 24-Nov-2008 1:31:12
#390 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Quote:
Update 55:
* Added resources for SNSF
* Added more info on Sega System-16

Last edited by spotUP on 24-Nov-2008 at 06:01 AM.
Last edited by spotUP on 24-Nov-2008 at 06:00 AM.
Last edited by spotUP on 24-Nov-2008 at 01:31 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2008 7:11:03
#391 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Quote:
Update 56:
* Updated info on inMDX/MDXamp.
* Added a link to modland's web interface!
* Added download link for moonblaster tunes!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 10:14:26
#392 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

thanx for the adlib plugin update.
i get no crashes now, but it doesn't work either.
snoopy reports this:
00153 : TN_AdPlug.bin : FAIL = Open("PROGDIR:Plugins/data/adplug.db",OLD) = [0x00000000]

the file is there.

i tried a bunch of more tunes now, some work, but there seems to be some problems with the opening of the db file.

gonna try my standalone player now, on the tunes that failed with the plugin.

my standalone player compiled with the latest adlib crashes on:
ADLib/JCH-D00/JCH/colgatbo.d00
that one is silent in tunenet.


huh.. now i got a requester here...

Motherprocess have tried to quit before sub processes have quit.
process "tunenet player"
functiob wait_until_child_ends
error process tunenet opener pid=661

this was when i tried to play a lot of tunes, that are just silent.. hmm

Last edited by spotUP on 27-Nov-2008 at 10:31 AM.
Last edited by spotUP on 27-Nov-2008 at 10:18 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 13:11:53
#393 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

allright.. an updated adplug plugin is out..
doing some tests...


Working:

.rol
.m
.sa2
.sng
.sci
.rad
.raw
.mtk
.mad
.mkj
.adlib
.laa
.lds
.ksm
.hsc
.xsm
.xad
.dfm
.dtm
.cmf
.cff
.bam
.imf
.xmf
.amf
.a2m



Endian problems:

.sat (Surprise! AdLib Tracker/) Endian problems probably, might be fixed in the latest adplug library, noisy sound.


Not loaded into tunenet

.vib (Vibrants/)
.lem (Sound Interface System/)
.sig (Sound Images Generation 2/)
.as3m (Screamtracker 3/)
.fmf (Pixel Painters/)
.plx (Palladix/)

Silent:

These ones are a bit weird. They seem to lock up Tunenet, or well, atleast put it in some kind of loop. Because if i play a format that I know works after these they are silent as well.

.mus (Mus/)
.mtr (Master Tracker/)
.d01 (JCH-D01/)
.d00 (JCH-D00/)
.sqx (Herad Music System SQX/)
.sdb (Herad Music System SDB/)
.agd (Herad Music System AGD/)
.fmk (FMK/)
.edl (EdLib/)
.dtl (Drum Traker/)
.dro (Dosbox/)
.adl (ADL/)

Phew..! All formats tested. I hope this helps.

Last edited by spotUP on 27-Nov-2008 at 01:47 PM.
Last edited by spotUP on 27-Nov-2008 at 01:42 PM.
Last edited by spotUP on 27-Nov-2008 at 01:40 PM.
Last edited by spotUP on 27-Nov-2008 at 01:38 PM.
Last edited by spotUP on 27-Nov-2008 at 01:34 PM.
Last edited by spotUP on 27-Nov-2008 at 01:30 PM.
Last edited by spotUP on 27-Nov-2008 at 01:26 PM.
Last edited by spotUP on 27-Nov-2008 at 01:22 PM.
Last edited by spotUP on 27-Nov-2008 at 01:18 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 14:16:39
#394 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

These ones are a bit weird. They seem to lock up Tunenet, or well, atleast put it in some kind of loop. Because if i play a format that I know works after these they are silent as well.


That's a problem of Tunenet. You can still quit Tunenet by pressing the close window gadget, although the program may appear unresponsive.

The reason for this is that if the plugin's OpenPlayer function returns failure Tunenet doesn't just give up. Instead it goes into a loop calling OpenPlayer again and again and again...

Of course this type of busy looping uses up a lot of CPU leaving very little, if any for lower priority programs...

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 14:20:06
#395 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

Endian problems:

.sat (Surprise! AdLib Tracker/) Endian problems probably, might be fixed in the latest adplug library, noisy sound.


I've updated to adplug 2.1, so these files are playing correctly now.

Quote:

Not loaded into tunenet

.vib (Vibrants/)
.lem (Sound Interface System/)
.sig (Sound Images Generation 2/)
.as3m (Screamtracker 3/)
.fmf (Pixel Painters/)
.plx (Palladix/)


I've tried adding some of these extensions to the TestPlayer function but it appears that adplug doesn't support them (returns failure).

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 15:26:11
#396 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I've made a little progress on snsfplayer:

It appears that this code is based on an emulator called snes9x. It even has the (unchanged) snes9x configure scripts and makefiles included in the archive.

Snes9x is mostly portable and endian aware. The snsf player changes are not.

Currently I am trying to create a simple commandline player from the snsf player code. I have it compiling already and I think I've fixed most of the endian related problems but it still ISIs during a part of the code. Unfortunately the Grim Reaper doesn't give much useful information. Hopefully it is just some simple init code that is still missing.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2008 16:21:14
#397 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

oh! great! :D it's always fun to read about your progress!
keep us posted!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Nov-2008 5:58:39
#398 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00 oops! sorry for that!
i thought my collection reflected the state of the player.

.d00 (silent)
.adl (silent)
.dro (silent)

those are the only supported formats that don't work in the plugin.
so if you could look at those it would be swell!

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 28-Nov-2008 22:25:18
#399 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@Kicko & spotUP

aacplusenc is an encoder only. If I was to write a plugin from it (a decoder) then that would probably take a lot of work.

Fortunately I've done some research and it seems that libfaad2 supports AAC+ or HE-AAC as it's also known. Hopefully it is as easy to port as libfaad which I've already ported and should be on OS4Depot.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Dec-2008 20:39:56
#400 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

aha.. sorry for that.. i thought it was useful for you.
any progress on this?
will santa bring us any plugins?

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