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      /  Let's make TuneNet plugins!
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PosterThread
spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 22-Nov-2007 14:18:58
#41 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Wow! I am stunned at the rate of your plugin uploads! O_O
I think i need to hug you! *hug*
I am downloading the entire PSF dir at modland now! :D
One suggestion for the location of the TNPSF.bin file, could it be
moved to tunenet/plugins/data/ instead?
That's where other plugins (curtys midi plugin) store their data and stuff.
It would be nice to have it all at the same place, and inside the tunenet
dir.
Gonna take this beast for a long test run now! :D
Thanx again!

_________________
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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 22-Nov-2007 14:38:13
#42 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Some small issues with the PSF plugin:

It let's TuneNet load PSF2 (.psf2) files into TuneNets playlist,
and reports them as PSF, even though it doesn't support PSF2's.
These should be filtered out IMO.

Same thing for the .psflib files, these should be filtered out aswell.

Also, if it plays a tune to the end, it seems to crash tunenet, no
crashlog, no system freeze, but tunenet get's unresponsive.

It supports both .minipsf and .psf songs though, that's nice!

Last edited by spotUP on 22-Nov-2007 at 02:46 PM.
Last edited by spotUP on 22-Nov-2007 at 02:46 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 22-Nov-2007 15:48:00
#43 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

It let's TuneNet load PSF2 (.psf2) files into TuneNets playlist,
and reports them as PSF, even though it doesn't support PSF2's.
These should be filtered out IMO.


Fixed in 1.2 (just uploaded).

Quote:

Same thing for the .psflib files, these should be filtered out aswell.


Fixed also (v1.2).

Quote:

Also, if it plays a tune to the end, it seems to crash tunenet, no
crashlog, no system freeze, but tunenet get's unresponsive.


Could you point to some specific files? All the ones I have tried with loop forever. I can see why it's happening though, and it should probably be easy to fix.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 22-Nov-2007 17:00:08
#44 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

allright... (it has happened with all tunes i've tried i think, well atleast the first 3, since then i avoided the tune endings)...

go to ftp.modland.com ...in pub/modules/playstation sound format .... -unknown/A.IV.Evolution/
those tracks acts like that.

Maybe you have some other settings in tunenet than me?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 22-Nov-2007 18:11:36
#45 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

The new 1.3 version I just uploaded should fix the problem.

What happened was that when the tune ended the sexypsf process would just free all resources and exit, leaving the plugin waiting for more data that would never come.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 23-Nov-2007 3:11:06
#46 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

ahh... great to hear that it's fixed! i will try it out ASAP!
Glad to hear that you are working on the SC68 based plugin!
It will be appreciated!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 23-Nov-2007 3:50:47
#47 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Changes to post #1

*It got a much needed clean-up.
*Added PSF to the list of supported formats! Yeah!
*More example plugins.

Last edited by spotUP on 23-Nov-2007 at 03:52 AM.
Last edited by spotUP on 23-Nov-2007 at 03:51 AM.
Last edited by spotUP on 23-Nov-2007 at 03:51 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 23-Nov-2007 5:37:49
#48 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

I added links to info and a replayer for the GSF format. It plays Gameboy Advance Music! There's lot's of cool music in this format.

Note: I am still high on PSX music! :) The PSF plugin seems to be working
perfectly now!

Last edited by spotUP on 23-Nov-2007 at 05:38 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 23-Nov-2007 23:54:48
#49 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Post #1 updated again. I've added more info to a couple of formats, to make it easier to chose which one to use. The updated formats are:

mdxplay, xmp, aplayer and playgsf.

edit: Oh... and a new replayer was added: In_GSF
It's a Gameboy Advance replayer that I believe is a bit easier to turn into a plugin.

Last edited by spotUP on 24-Nov-2007 at 12:14 AM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 24-Nov-2007 6:48:01
#50 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I had some problems with the SC68 plugin (it wouldn't play anything) so I tried making a PlayGSF based plugin (it works very similar to SexyPSF).

Quote:

8.Development:Projects/TuneNet/TuneGSF_plug> make
g++ -mcrt=newlib -O3 -Iinclude -Iplaygsf -DWORDS_BIGENDIAN -DLINUX -D__POWERPC__ -c -o playgsf/VBA/GBA.o playgsf/VBA/GBA.cpp

cc1plus: out of memory allocating 744256368 bytes
make: *** [playgsf/VBA/GBA.o] Error 1


That's ~700 MB and I have only 512 MB in my A1 . I didn't have time to try if reducing the optimisations might maybe make the compiling less memory intensive. IIRC gcc also uses T: for some temporary files so moving it onto disk may help some too.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 24-Nov-2007 16:09:27
#51 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

aah.. i had that problem too. it's when compiling some part of the gba emulator right? turn off all optimizations and you'll be fine!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 24-Nov-2007 16:11:49
#52 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

have you tried to take a look at the sc68 sources on os4depot?
there's a minimal ahi based replayer included in that archive.
http://www.os4depot.net/index.php?function=showfile&file=audio/play/sc68.lha

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 24-Nov-2007 20:09:28
#53 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:
turn off all optimizations and you'll be fine!


I'll try that.

Quote:

have you tried to take a look at the sc68 sources on os4depot?
there's a minimal ahi based replayer included in that archive.


Actually I am using the sc68 sources from that archive. The sc68 exe in the archive only crashes when I try to play anything with it though.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 25-Nov-2007 22:14:00
#54 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Making progress on the GSF plugin. I managed to compile GBA.cpp by setting optimisation to -O0 and using -DC_CORE (no PPC inline assembler). Had to increase the stack to 1 MB (one of the functions needs > 600000 bytes stack). Now you can at least play music with it but it will lock up if you try to stop it. This will still need to be fixed...

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 25-Nov-2007 23:58:35
#55 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i get a warm fuzzy feeling from reading that! :) great work!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 0:00:11
#56 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

about sc68 crashing, i vaguely remember something like that.
i'll investigate and report back!

It doesn't crash here.
It needs some datafiles though, if they are missing it will crash.
And a config file.
That could be it?

There's some stuff in PROGDIR:Data/Replays that are needed.
there's also a config file in PROGDIR:Data

Try running snoopy and check if it fails to find some files.

Last edited by spotUP on 26-Nov-2007 at 12:05 AM.
Last edited by spotUP on 26-Nov-2007 at 12:05 AM.
Last edited by spotUP on 26-Nov-2007 at 12:03 AM.

_________________
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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 9:55:13
#57 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Just uploaded:
TN_GSF.tnplug (GSF plugin based on PlayGSF)

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 10:53:05
#58 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

It needs some datafiles though, if they are missing it will crash.
And a config file.
That could be it?

There's some stuff in PROGDIR:Data/Replays that are needed.
there's also a config file in PROGDIR:Data


Yes, that was it.

Now my plugin is working too.

Now I just need to modify it to use PROGDIR:Plugins/data/tn_sc68/ instead of PROGDIR:...

Last edited by salass00 on 26-Nov-2007 at 10:56 AM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 20:16:21
#59 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

The s98 archive you've linked to only seems to contain 'S983' (v3) files (at least the ones I've tried so far) and unfortunately the kbmedia plugin code only supports s98 versions 0, 1 and 2.

As it is, I have the plugin compiled but no files that I can test it with...

[edit]
I just modified the magic number check to allow v3 files in the s98 source code and now it seems to play them OK...

Last edited by salass00 on 26-Nov-2007 at 08:22 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 21:05:37
#60 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Just uploaded:
TN_S98.tnplug (S98 plugin)

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