ok a few remarks.

mod import volume command...
actually, that was implemented, but as the volume does not scale with the envelopes used in chipper, i partly removed it.... which might be a reason the instruments sometimes seem to have the wrong volume... have to debug that.

It also seems that on the real hardware the high tones are damped (well low pass filter).

and ... there are bugs smile as always, some instruments produce a quirk (well not in your track, but in mine).

export to real hardware: i will add a write to lnx image like in the mod converter and the picture converter.

Note: How did you get the mod converter _half_ working???

wedanced wrote:
cTrix wrote:

Most of what you need to know is in the original spec: http://www.classicgamedev.com/Lynx:Atar … ence#Audio

I was actually looking for a chip name or number but this is pretty good info too.

so what i gather is this thing is a 4 channel square wave/pseudo triangle wave osc?

well 4 channel pseudo random wave or triangle would fit better.
plus 4 DACs for direct sample output (on 6502/4MHz thats eating lot of CPU) plus each channel can be positionied freely in stereo and attenuated.

Add:
Ah yes, chip name, well its embedded into the main cpu :-)

cTrix wrote:

Tons.

Most of what you need to know is in the original spec: http://www.classicgamedev.com/Lynx:Atar … ence#Audio

Interessting, hat they put this under some "public" license even soi they do not own the rights.
This looks like the BLL OCR scans.

Anyway they will not tell you _how_ to create sounds :-/

cTrix wrote:

Update 2: Still flashing...

Update 3: I don't think the flash working.  I'll try again another day... might try to source another lynx too.  "Insert Game" comes up constantly and I have to waggle the flash cart around a lot to get anything working. :-/

Dont forget to set the mode to lnx and size for 512k for flashing.
Ah yes and maybe you should change the  speed from 9600 to 115000 ;-)

cTrix wrote:

Awesome - I JUST GOT MY FLASH CART TO WORK!!! :-)  (here with Vicious doing an Atari night - he's on ST, I'm playin' with Lynx)

Update: Flashing cart now.  I'm a little unsure of if I'm terminating the flash early as it seems to just flash for ever.  I haven't flashed something and got it fully working as yet .  I've tried different baud speeds and different FTDI drivers.  It's all still a learning curve for me...  I can't wait to try and get some test music across to it.  hopefully they will only be 128k images and quick to upload.

unpacked songs are around 10k, without optimization.

Hi cTrix,

now as, you have a Lynx FlashCart, you might want to try this:

Replaced version:
http://lynxdev.atari.org/flashcart_slideshow.lnx

(warning, will only run on a flashcart, so if you do not own one, no need to download).

cTrix wrote:

Step one is just getting the Lynx to make some noise.  I'll be celebrating!

If you need some example ROM images... I have done two MOD test cartriges some years ago, not very impressive as the mods were not mine, just as test for the player smile
Plus all the 90% finished stuff, where ... tada... SFX  is missing ... well and multiplayer/AI.

cTrix wrote:

I now have a Lynx, experimental flash card and terminal prog set up ready to go - just need time to play (of which is lacking at the mo).  Will get back to you if anything progresses on my side. Sage: I'll play with the new Chipper version soon!!  I have a fellow coder here who is interested in building a new playcode routine for the Lynx; so it might be we can take the output from Chipper (being a tune written "by the rule book") and translate it to an efficient play routine with an optimizer in the middle to enable multiple tunes to fit on a cart, etc.  It would be nice to make a music cart for Lynx.

Actually, I was hoping for some games soundtracks, or at least menu background music, as MODs are very very very limited on the lynx, esp if you want to do anything else than playing the MOD.
:-)

For the "play on lynx" option the flashcard is not enough, as this requieres a direct connection the the lynx, means a RS232<->COMLYNX connection by a MAX232 chip.

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?

actually, it was a limit for testing.

But if you save the song, it might still happen, that not the full patternlist is saved. workaround, open the *.lcp with a test editor and increase the number by hand, reload the file to the editor.

http://bjoern.spruck.net/lynx/Chipper_1.2.0.3.zip

cTrix wrote:

For instance, at the start of this track you hear a note - but it's meant to be a chord: http://lynx.syntaxparty.org/tests/cTrix … x-Test.ogg 
PS: TEST #2 using 8 patterns - and making a tune specifically for the Lynx sound set: http://lynx.syntaxparty.org/tests/cTrix … Test-1.mp3  (this has been EQ'ed and compressed a bit; but nothing that couldn't be done live)

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!

cTrix wrote:

Awesome - the code is working again!  And it's working well.

I'm trying to make a demo tune at the moment - but (in typical cTrix style) I'm trying to make something that is a little more than I know how to program sounds for.  It's a little bit of a knack to pick everything in the right frequency range and get it to sit right.  Learning how to make a snare and a hihat at the moment too.  Because there is no pass filtering (music like a 2600) everything ends up sounding a little messy.  But I should have something up by Monday.  Great conversion from MOD by the way - my only issue is that I use the C and A commands constantly for making envelopes and doing "fake" delays... so I'm having to recompose my track to make it work.  Supporting a volume command import would be amazing in the future. :-)

Nice!
Copy over effect from MOD is not so easy. For the volume command, In principle this is not a problem, but as volume is not really volume but a ADDER in integrate mode, this is not sooo easy. Esp if used together with an envelope.
Now comes the funny think. The Lynx V2 supports stereo and attenuation per channel, thus a volume command is easy to implement... but then the sound would not sound good on the lynx V1. (Actually, the command is included in the driver).

cTrix wrote:

"cg32.dll not found".  Then when I ran it (after installing cg32) I couldn't get it working.  Are you able to compile in the same way as the first version?  Or provide cg32.dll?  Thanks

Error 00001. 0x400000 (Thread 0x0DD4):
Exception 0xC0000005: Access violation at 0x0.

(from Chipper_1.2.0.1.cgl file)

I am a bit surprised taht there is a cgl file at all. I though I compiled a static binary release version without codeguard and debugging symbols.

But the exe file from the old archiv you could run?

Add:Seem I clicked a wrong checkbox in the project options, fixed version -> http://lynxdev.atari.org/Chipper_1.2.0.2.zip

You are right, sorry.
Even the exec on my linux was broken, so it was not the zip archiver problem on the solaris machine.No idea what happened.
Anyway, its fixed now.

Some more updated version:
http://lynxdev.atari.org/Chipper_1.2.0.2.zip
Most important news:
WaveEnv (for instruments)
Timeline (for effects)
export reworked/lynx player code updated
Known Bugs:
Sometimes the tracker-player crashes if one hits stop ...
Fourier analysis deactivated because of mem acc error
exported song does in some cases differ from the one you can hear in chipper replay and comlynx replay
Environment lists are not updated on song load
... and some more

Thanks for creating the topic.
Pease use http://lynxdev.atari.org/ as base url address. Because this will stay, while the othe url might change soon.

PS: I think I should hire you for writing a manual /tutorial!

Small example I recorded some time ago:
http://lynxdev.atari.org/chipper_video.ogv

31

(23 replies, posted in Atari)

cTrix wrote:

Hi Sage.  I've been playing with Chipper for about an hour making all kinds of sounds and its great fun.  All I've got to say to the others is HARDEN UP!  Because this isn't an LSDJ or a baseline tracker I think it'll lead to some different sounding tunes.   Once you get used to this tool it becomes usable - just like a DX7.  This is a great program - in beta of course - and I'm very much looking forward to playing with it when I have more time :-)   It has inspired me to head off and get a Lynx and the associated dev cart.  I'm happy to work with you as a tester once I've got my Atari2600 tool out (and don't have to worry about trying to finish it). 

I'm interested in the compiling / exporting process to move the tune to the real hardware.  I haven't even started looking at this yet but it's sure to be an adventure!

Thank you.
Actually, the tools was never meant as a tracker, but more like a converter for MOD files and a sound effect editor.

The soudn effects can be used in a program very easily, as they are more or less register dumps... therefore bit larger.

For the full song exporter, basically its working, but there a a few quirks. thus i will only give out the code to people which are _really_ interested in testing it :-)

32

(23 replies, posted in Atari)

cTrix wrote:
herr_prof wrote:

whats the flash cart like world look like for the lynx?

Flat red mini FPGA board.  A bit like a gameboy cart - no casing at the mo.  USB interface to COM converter as per usual.

@Sage: How does the program talk to the linx though the COM port?  Is this via a modded link cable?

its a cable which uses a MAX232 to convert a RS232 to the comlynx voltage level.
On the lynx side you need a cartridge, which contains a comlynx loader. that could be:
BLL loader cart, SIMIS, Championship rally, Alpine Games, Lynx Reloaded, (...)
Karris Flashcart, Bernds Flashcart

Karris flashcart comes with a max232 on the cartridge, for the others you need to built the cable on your own. i do not think anyone sells them anymore. The componetns cost only a few €, but soldering things together is boring and cost time.