Here it is again: https://github.com/kometbomb/klystrack/ … /tag/1.7.2

Check "examples/songs/n00bstar-examples" for how to use e.g. the sync feature and there's enough instruments to make a pretty good tune in "examples/instruments/n00bstar-instruments".

I shall bump the version number to 1.7.2 in your honor, sir.

Yeah no zips from n00bstar yet. I have something somewhere in my Dropbox but the files are probably three years old at least.

The "--dangerous" switch just means you acknowledge the package is not signed, as it would be if you get it from the repository. It's no more dangerous than if you build it yourself!

I'm looking into releasing it in the official thingy but I want to be sure it works (I mean, you have to run the app in developer mode for SDL to even work... not sure how ready for public Snappy is in reality, the experience was extremely Linux). I already wrote a long-ish description in the snap even. tongue

There's the bugfix release: https://github.com/kometbomb/klystrack/ … /tag/1.7.1

Here's also a snap for Ubuntu etc. users: https://github.com/kometbomb/klystrack-snap

git https://github.com/kometbomb/klystrack-snap
cd klystrack-snap
snapcraft
snap install klystrack*.snap --dangerous --devmode

Didn't upload the snap because it has a lot of system stuff in it and it's over 70 MB! Should work on most systems then, though. Also the script downloads everything for you so it's more convenient than doing the whole build by yourself.

Hey! No. Kinkshaming.

BTW, recently I fixed a bug that might have caused some random crashes and will release 1.7.1 very soon. If you people can send me any example stuff (songs or instruments) you think would be useful (or simply cool) I can include them in the next release.

I need to look into that package manager right now! I mean exactly at this moment.

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(59 replies, posted in Software & Plug-ins)

Ah sorry, I haven't noticed that post in the klystrack thread. But very broadly: I know it's really slow for what it does and Prototracker is a reaction to that as well (the GUI is much more economical and generally less braindead from the code perspective). But I'll continue in the other thread. --->

Re: songs. Yeah, that's an obvious idea. Might go well with something like if you can include a message in the song so that you can explain what the song does.

8

(59 replies, posted in Software & Plug-ins)

I just tested and it should now build on older SDL2 versions again.

9

(59 replies, posted in Software & Plug-ins)

I guess the packaging discussion is not off-topic, completely. smile The GitHub integration sounds really useful.

I used to use .debs as the package for klystrack but I am thinking just having a .gz of the binary (and maybe also the libs, I did this with my game project and it works great and is very convenient - it even includes 32 and 64-bit binaries and runs the correct one). Though for the time being, I'm just trying to keep the source super easy and quick to compile.

koub1s: If I change my Windows keyboard layout into AZERTY I get the same (wrong) behavior. So at least we are on the same page. big_smile (Emscripten probably does something weird and at the very least it's easy to bypass)

EDIT: BTW, if you're on Windows you can install a QWERTY layout and use LEFT ALT+LEFT SHIFT to switch the layout. And all other OS'es probably have a similar feature as well.

10

(59 replies, posted in Software & Plug-ins)

I just commited a hack that just disables the gamepad code if you don't have new enough SDL (after trying to build 2.0.5 on my PocketCHIP... damn SDL_image did not want to compile). 2.0.2 works fine with gamepads but I use a helper function from 2.0.5.

I added a on-screen message thingy that should help if you just blindly press keys and don't know what they do. Have fun!

11

(59 replies, posted in Software & Plug-ins)

You need the latest libsdl2-dev (2.0.5). Might have to compile it yourself, though.

12

(59 replies, posted in Software & Plug-ins)

I fixed it last night in the main code as well (though didn't test on an AZERTY for obvious reasons but it SHOULD work... maybe). I guess the web build (or maybe it's the browser) handles the layout better.

13

(59 replies, posted in Software & Plug-ins)

Protracker does that thing where each pattern has all four tracks. I think of the 16+ -bit trackers only AHX does the pattern per track thing as Prototracker (and klystrack). It's maybe a bit annoying because quite often you end up having the same patterns next to each other anyways.

The key issue has something to do with the AZERTY number keys. I need to look into that.

EDIT: Seems like SDL has (and always has had) trouble with AZERTY keyboards. Luckily it seems all layouts have the number keys arranged at the same location (except for an ancient USSR computer) so I could probably fix this quite easily because it only affects typing in hex numbers.

If you enter an effect that does not exist, it will simply do nothing when playing. Prototracker is quite extensible so it might do something if you load the song in another fork (e.g. the OPLL fork has quite a few additional effects).

14

(59 replies, posted in Software & Plug-ins)

koub1s: You seem to have understood the magical note that appeared on all tracks. smile (For those who didn't, it's because all tracks had pattern 00 on them)

I am using scan codes so it probably maps to a different key when entering hex values. Can you put in e.g. FF in the sequence? I should fix this so that entering hex values uses the key codes, that is if you press "Z" it enters "Z" in the effect parameter column and not "W" (unless I fixed that already and it's a different bug).

15

(59 replies, posted in Software & Plug-ins)

Here's a REALLY poor video: https://youtu.be/X3mrvNaED-g (not sure how helpful it is with no narration, just recorded 10 minutes of editing etc.)

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(59 replies, posted in Software & Plug-ins)

potentially a big accomplishment if you did even an ok job at it.

Challenge accepted! smile

I think a part of solving the problem is indeed to accept that you can't mimic the original keyboard-only method and add something to tacle user errors etc. (well, this was already discussed above) I am hoping you can sort of find some "UI bottlenecks" that you will instantly notice when using a touch screen and add a bypass for that. I am thinking something like the cursor not advancing when using the touch screen and entering notes (with a keyboard it's super fast to just hit up with your pinky, with touch screen you would swipe and go back five steps etc.)

Last night, I added some very rudimentary gamepad support (copied from LSDJ). I think a touch screen could sort of copy it 1:1, having cursor keys as touch areas as in the mockup above (and of course also the usual swipe to scroll stuff) and similarly edit e.g. just the note when the cursor is over the note column. Basically, the LSDJ UI but with visually changing buttons on the side.