Amazing! And that in only a few hours!
cTrix wrote:Ok... I've written a crappy test tune at the moment and I'm stuck on how to do an arpeggiated chord? Having the ability to make an instrument which plays three notes cycling at a fast rate would be amazing for this.
Ah... its there... but...
Problem with the Frequency modulation is that it is using add and sub on the reload of the timer... which makes it not really useful because it may sound completly different for different notes... esp if they use a different prescale for the timer. And you do not have any influence there (yet)?.
BUT: You already saw the WaveEnv modulation? Guess what is happening if you combine a waveform with length 12 and 16? right, theere will be a second note at 4/3 of the frequency!
Actually I was thinking about kicking the freq modulation out as i think its eating up only space in the player code.
cTrix wrote:Also my playback is stopping after the first 8 or so sequences in the list when I press play in the Lynx Tracker. I had to make two tunes and combine them for the above tune. When I compile to asm it only outputs the first five sequences: For example (showing Channel 0 only)
Is this just a limitation of the current build or something I'm doing wrong?
Sound like bugs :-)
But withou the song or at least a screentshot this is hard to say.
=> Send me the songs ;-)
cTrix wrote:But it's getting close!!
What's the process to compiling the asm data file into playcode?
Do I combine it with the source in miniply3.asm somehow?
I'm currently using DASM for the Atari 2600... so I would assume it's similar?
no. the player code there is for instrument/sound effect tests on the lynx. It is only playing a register dump (-> play on lynx, see export asm).This gets
quiet big already for a single track. i you cat the compiled asm file (without file/exe header) behind the minipl3.o and "modify" the length information in the exe header, you get a file which plays the register dump on the lynx. Thats what "play on lynx" is doing.
As I said, useful mainly for sound effect an testing.
Compiling a song works the following way: Use export BLL, this result in a assembler source code file full of macros and labels.
this can then be assembled with the sound driver to crate an executeable.
I use the lyxass for that and mainly Bastian Schikcs BLL kit ... but with modifications!!
until now the modifications are not public, as I still doing changes in there... means adding things to chipper <-> changing code in the driver. So this is really beta. ... my main time-eater at the moment.
cTrix wrote:Thanks - sorry about so many questions!!
Thank for finding the bugs and the nice tunes!