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      /  Let's make TuneNet plugins!
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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 23:27:36
#61 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Updates to post #1:

* Added S98 to the list of current formats, and removed it from the resouces.
* Removed NEZPlug as it doesn't support any unsupported formats.
* Clarified the info on Adlib. I had forgotten to link to the library *blush!*
* Added 3 more example plugins by Salass00.
* Updated the info on XMP
* Updated the info on MO3
* Removed The Oldskool Musaxxs Engine as it's based on SC68 and we have TuneSC68_plug now!
* Major clean-up.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 23:29:09
#62 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Stunning work! =)

There's an issue with your SC68 plug though.
SC68 supports SNDH music, but your SC68 plugin won't load them.
As usual, find SNDH music at ftp.modland.com ...

Last edited by spotUP on 26-Nov-2007 at 11:31 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 26-Nov-2007 23:52:29
#63 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Updates to post #1:

* Added SNDH to the supported formats. :)
* Removed STSNDPlay as the SC68 plugin now supports SNDH music.

My resource list is shrinking fast! O_o This is fun!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 0:02:14
#64 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Salass00: haha.. i never stop bugging you with bugs on the SNDH playback do I?

Download the SNDH archive i've linked to in post #1.

Load all tunes in the Crazy_Q, Dubmood and Zabutom dirs.
Only very few of these plays.

It seems they are ICE packed?... Load them into an text or hex editor and
check the headers... i dunno, this is just a hunch, do you know what could be wrong?

I get the feeling it's mostly newer tunes that won't play.

Last edited by spotUP on 27-Nov-2007 at 12:02 AM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 11:53:41
#65 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

SC68 has an unpacker for ICE so that shouldn't be a problem. Anyway it does play some of them. Maybe the SNDH support in SC68 isn't 100%?

BTW do you have a source for GameCube music? I just compiled TN_Cube.tnplug using your libpokecubed.a on OS4Depot.

I assume you haven't compiled anything with this lib though, as it references several windows-only file i/o functions? I wrote a simple wrapper for them for now but it is probably better to go through the libpokecubed sources and replace them with dos.library equivalents (I did this for the s98 plugin).

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 12:49:39
#66 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

I wrote the guys at guys at sndh.atari.org and they had this to say about our sndh problems:

"most likely the files are SNDH v2 format and you have used the old SC68 
lib without support for SNDH v2.
There is an updated SC68 lib to get via SVN:
svn co svn://svn.nocrew.org/usr/local/svnroot/sc68/trunk
This is the version of SC68 as used by XSC (http://xsc.atari.org/).
I hope it helps!"

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 12:57:28
#67 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

I had a link to a lot of gamecube music. Trying to find it again!
In the meantime, here's a compatibility chart:
http://www.hcs64.com/mboard/gcstreamdb.php

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 13:07:05
#68 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

No, i haven't compiled in_cube. I compiled libPOKECubed.
I think in_cube is the better alternative though.

EDIT: Dooooh! I read it all wrong! I thought you had compiled In_cube.
Sorry. No, I haven't compiled anything with the libPOKECube lib.
Fixing libPOKECubed.a is to complicated for me, sorry. I'm a noob.

Last edited by spotUP on 27-Nov-2007 at 01:41 PM.
Last edited by spotUP on 27-Nov-2007 at 01:40 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 13:20:28
#69 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00:
gamecube music:
http://www.hcs64.com/bonus/Streams/GC/

some info:
http://www.hcs64.com/mboard/forum.php5?showthread=5462&showpage=0

Last edited by spotUP on 27-Nov-2007 at 01:25 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 13:47:19
#70 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Ah... checked out libpokecubed again now, it's based on In_cube.
So, both are equally good players then.
I wonder if libpokecubed uses the latest version of In_cube...

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 14:10:55
#71 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Made an updated v1.3 TN_SC68.tnplug with the code from SVN (just uploaded to OS4Depot).

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 15:48:26
#72 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Just uploaded TN_Cube.tnplug. The DSP support is probably not working in this version since it uses FindFirstFile()/FindNextFile() and I haven't written replacement code for it yet. It did work with the two ADP files I tried it with though.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 16:39:56
#73 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

you're too fast! :P

i am not finished enjoying SNDH stuff yet!! ;)

I have found some stability issues with the SC68 plugin.
That i've hold off to report untill now, that you are using
the latest sources. I wanted to see if it still happened.

To reproduce the bug, make it play a lot of tunes for a while,
after a while it either crashes or starts to stutter here.

Shove a bunch of tracks at it and let it play them for a while,
and this happens. Maybe something buffer related?

And now the Gamecube plugin.. =)
Downloading tracks to test it now, I haven't found the time
to properly test the GSF plugin yet.. hehe
People help out here, test+report!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 17:01:53
#74 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

First tests of the Gamecube plugin:

Audio quality is great. :)
It doesn't start playing the next tune in the lest when a tune ends.
The progress bar reaches the end, but the time counter just keeps counting.
You hear a slight click when the tune ends though.

ADP - Seems perfect!
DSP - Seems perfect! Nice, as this is the coolest one. =)

EDIT: Yepp. Same thing with V-Rally 3. Trying the next subformat now.


Last edited by spotUP on 27-Nov-2007 at 06:25 PM.
Last edited by spotUP on 27-Nov-2007 at 05:04 PM.
Last edited by spotUP on 27-Nov-2007 at 05:04 PM.
Last edited by spotUP on 27-Nov-2007 at 05:03 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 17:14:25
#75 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I wrote in the readme that DSP support is disabled but it actually seems to be working.

Quote:

BTW, this occurs with the ADP music for Geist. That's the only ones I havested so far. Trying V-Rally3 now.


There seems to be some problem with the EOF handling. Not sure what the problem is.

As for the SC68 plugin. You say it crashes occasionally. Can you e-mail me a crashlog of this? C:dumpdebugbuffer can be used if you have to reboot the computer after the crash, although that doesn't in my experience contain the stack backtrace so it will probably not be of much use.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 17:52:14
#76 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I fixed the problem in the GameCube plugin (v1.2 just uploaded). Apparently it got stuck, looping the last part of the sound forever and ever.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 18:16:38
#77 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Great! I am starting to suspect that the problem might not be related to your plugins.. investigating my system now.. :/

The tests with the cube plugins, see the post some posts back for more info. :)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 19:03:46
#78 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Bug in Gamecube plugin:


Stack trace:
fillbufferASTPCM()+0x16C (section 1 @ 0x5470)
fillbuffers()+0x94 (section 1 @ 0x15a4)
_ZN9pokecubed11getNSamplesEPsi()+0x1C8 (section 1 @ 0xff0)
TNPlug_DecodeFramePlayer()+0x28 (section 1 @ 0xb84)
module TuneNet at 0x7F9DAEF0 (section 5 @ 0x20ED0)
native kernel module dos.library.kmod+0x0001a824
native kernel module kernel+0x00036c34
native kernel module kernel+0x00036cb4

It happens when playing the Battle_0.x.32.c4.ast tune from
Mario Kart Double Dash (PCM format).

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 19:10:03
#79 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

also the zelda tunes found here: http://www.hcs64.com/bonus/Streams/GC/AFC/
sounds really odd and noisy. just tested d_08_03.afc.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 27-Nov-2007 21:05:08
#80 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

post removed by me

Last edited by spotUP on 28-Nov-2007 at 12:06 AM.

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