n00bstar wrote:

Also, about branching. I don't think you'd really have to maintain two projects. Classic klystrack would become pretty dormant. I mean, it's in a very usable state, only very rarely crashes, and is pretty much a complete package as it is. You'd only really need to come back to it if someone discovers a major showstopping bug. Branching off into a Pro version would enable you to not worry about backwards compatibility at all and change entire sections.

I think I'll try to finish 1.6 and then keep that as some kind of basic version and everything after that could be thought as "deluxe" version. Every version has brought more and more features anyways. The change however large or small will be incremental due to the amount of work anyways. That basically means if you don't count some kind of overhaul of the GUI (mainly larger resolution support), meaning a rewrite of the layouts etc., it will be pretty much how the project advances now.

There's always a risk when making a total rewrite or some very large change in one step, that someone gets bored or fed up and then quits and there is no working state. With incremental changes, even if some accident happens and all source code is lost (e.g. Google engineer spills beer all over the server farm), there would be a working, improved version released at some point. And it's much more motivating to everyone if there's a trickle of new stuff that is pretty much ready to use.

Matej wrote:

@Kometbomb -> Keep opensource Klystrack for free. And in future (huge changes - like FM) build into Klystrack Pro for 7Euro for example. So you will have 700Euro from 100 downloads. Or 7000Euro from 1000 downloads... So you will be motivated more. And have money resources and more time for K-Track project.
POKEY - please keep Pokey as original as possible, based on Pokey soundchip architecture (Pokey gots only one filter - high pass filter). No artificial filters please.

I don't think money would motivate me too much, the only way to get more time for my little hobby is if I could make the money I make now at work, so I could quit and work on klystrack full time... but that's just silly and would make it less fun. Because it would be work. Generally, this money offer thing is very flattering but I rather give for free. The only thing I can see happening is some kind of "pay what you want" scheme and mostly to cover expenses like a website if there every is any. Or buying gifts for people who have contributed. That kind of stuff.

Re: POKEY. I have never done anything proper with a real POKEY chip (well I did type "SOUND 0,1,42" or something on my Atari XEGS as a kid)  so I don't know if my version in klystrack feels the same. It's temperamental but does it freak out like the real thing would with real Atari player routines?

Right, I'll just add a fixed 25 % volume thingy in the main mixer loop so it should be the same volume as before but with the wavetable in check. More new stuff tomorrow, probably!

So, I sat down and coded a bit today.

n00bstar wrote:

- Cannot copy the 64th row of a pattern in the buffer

If you use keyboard, just do shift-down when you have selected 0..62, then it selects the last row also. This has worked this way since forever so maybe you have some weird case where it simply doesn't do it. Check it out.

- Waves (loaded or generated) are about 700 times louder than the oscillators, making them almost impossible to mix in. The volume control offered in the wave editor has two presets: way the fuck too loud at 100%, and way the fuck too loud at 25%.

Fixed! Lots of distortion now that the oscillators output at full 16-bit range. Old songs will sound weird due to the distortion and also because wavetable is much quieter.

- Cannot cycle around in the sequence editor, so if you're on channel 12 and you wanna go back to 1, you have to press left (or shift-tab in my case) 24 times in AHX edit mode.

This was fixed a few nightlies ago! Just move left in channel 0 to go to the last channel.

Bonus: multikey keyjamming, i.e. you can play chords by pressing down multiple keys. Also, releasing the key triggers instrument release as well. Maybe still buggy and the wavetable view doesn't support this yet.

Though, I'd really like to keep everything tiny and fast since I originally made the whole thing for being used as a sound effects/game music engine for this game I'm still trying to finish, so I would rather not make it too heavy. And keeping two separate projects would be a bit too much. I also don't know what is the expected end result since there already are much more robust trackers with support for VST, makes little sense to me to do the exact same thing as everyone else.

I started writing first parts of the code (though I guess on conceptual level only) in 2008, so 5 years this autumn. smile

BTW, what do you guys think about changing stuff like POKEY tuning etc. since that changes how an older song will sound like? There's tons of stuff I feel is silly to keep backwards compatible and I would just like to fix and go forward. Also, there's the fact other people than me use the software, so I can't just go "I can live with the change". Or, a recent issue I have now under construction is that the wavetable is too loud and I would just like to change the synth so it outputs at the same volume, meaning old tunes will probably distort and the waves will be too quiet. AND I would like not to include even more conditional backwards compatibility in the player routine.

I'm pretty much swamped in suggestions and bugs etc. so it probably takes a good while until something (even small things) gets implemented. Especially, if something is related to the user interface (ugh) instead of, say, implementing FM (cool). That is not to say anything gets totally ignored. Though, since I work on klystrack as a hobby, I want to keep the cool stuff/tedious chores ratio as good as possible.

I think you need to vote which features get top priority!

No, it is only possible to sync klystrack from a MIDI device.

MIDI support is very minimal for now and it never worked too well. On top of it, even software MIDI devices started to hang my system so I can't fix it! Not to mention I don't have a good idea how the syncing should be done, now it tries to match the BPM but runs out of sync. Even the MIDI keyboard support is broken. big_smile

I guess most routines for the real chip have tables for which periods give which notes (kinda like routines for the VCS). In klystrack the period is calculated so it doesn't always hit the "clean" periods. Also, since you might get silence if you change the period/waveform at just the right time, Atari routines usually sort of count cycles/reset the chip waveform or something - if I understood it correctly. In fact, I don't even want to understand it.

Guys, I just fixed a bug in the player routine that disabled resonance when the cutoff related commands were used in the pattern (instrument program did not do this) and also if 29xx was used at all - in the program or the pattern. This means while it works correctly now, older songs might sound different. sad

That's the beauty of the chip. Only a few of the "waveforms" produce tones, some produce looped noise. In fact, everything is based on "sampling" cyclic noise at set periods. Depending on how the two loops sync, it might generate tones, noise or just silence. smile

Yay! These writings are extremely nice in that they might help users as opposed to my shitty docs! BTW, the POKEY sounds (from Atari 8-bit family) are stable if you use KSYNC. It's a very temperamental chip.

Here's a "tutorial" how to make a simple tune... or more like I tested out the youtube annotation tool without much planning what to show in the video. Pardon the crap song. Also, fraps ate the cursor so it's kinda hard to follow what happens.

Nice work with the keymap. I'll add it to the repo as soon as it is ready. smile

I need to contact the guy who maintains the Mac build, I don't have any kind of access to an Apple so it's lagging behind a bit.

n00bstar is this guy who just sent me a bunch of really well-made tunes and his instrument collection. He also organized a nice effort to convert the player library to some popular platforms like Blitz Basic etc.

Definitely not a n00b, though. I have a few more tracks.

Posting this before I sneak out for Christmas.

klystrack 1.6 xmas 2012 preview

After more than a year since the previous proper build, here is an official preview of klystrack 1.6. Basically, this is a
heads-up that the project is still going on!

http://code.google.com/p/klystrack

http://code.google.com/p/klystrack/down … n=2&q=

http://www.youtube.com/watch?v=-1V6sbrTYLY

Major new stuff includes

  * new sequence and pattern editors that show neighboring patterns etc. song data more accurately
  * a new 8-bit Atari style waveform (actually very similar to the POKEY chip used in Atari 800 etc.)
  * able to draw custom waveforms with the mouse in the wavetable editor
  * wavetable data destroying tools to make samples smaller
  * libksnd, a playback library for simple inclusion of klystrack songs in your own projects

Minor interesting stuff includes

  * GUI improvements (expand only current channel data)
  * Cave Story .org format import (sequence data only)
  * tons of little fixes, key shortcuts and such
  * more example songs that hopefully inspire people write more klystrack songs!
  * CAT-O-METER!