49

(336 replies, posted in Sega)

@animalstyle & Jansaw, you guys have made great contributions to the project and have been really supportive. You're both in.

Now if you're going to be testing on emulators, there are two that are really great for debugging. Regen and Exodus. Exodus is much more accurate to the hardware but is slower and requires a x64 PC, but it's super for debugging. Of course testing on real hardware is important too.

I will release a ROM to the beta team as soon as I finish adding a couple more features and tune up the Playback engine a bit more.

50

(336 replies, posted in Sega)

At present, the beta testing team is made up of starpause, L-Tron, and Lazerbeat. As the project expands, it's very possible that Prodigy Tracker will need more beta testers so we'll see soon enough.

On a side note, all the bugs that I recently found while doing preliminary tests on real hardware that weren't present on emulators have been fixed. VRAM is wiped at startup to prevent garbage display, Gamepad 1 is correctly initialized, Color RAM line dots are gone, YM2612 notes don't drop out anymore, and a nasty bug that I just found that caused patterns to be incorrectly loaded under certain circumstances have all been fixed. Prodigy now functions as intended on real hardware and works well on both US and Japanese consoles. Now that these have been taken care of, more real progress can be made.

16-bit tracking is proving to be quite an enjoyable experience so far!

51

(9 replies, posted in Nintendo Handhelds)

Indeed they will.

A homebrew developed tracker for the 3DS should really wait until either a permanent and unpatchable exploit is discovered, or Nintendo calls it quits on 3DS firmware updates. It doesn't look like either will happen anytime in the near future.

52

(9 replies, posted in Nintendo Handhelds)

Oh I'm sure someone will get to it when they have spare time.

53

(336 replies, posted in Sega)

Matej wrote:

Can we connect PS/2 keyboard via that port on side and use it for tracking???

Hey there. Only a 3 button gamepad in port 1 is supported at the moment. As stated before, I'll be investigating the use of mouse and keyboard in a later version.

Also, I finally tested Prodigy on a model 1 console today using an old tube TV with composite. The results are mixed, there are a variety of bugs not present on emulators that needs fixing before I can continue work on ADSR drawing.

Thankfully they should be easy fixes. On the positive side of things:
1) The font is quite readable
2) Animations work great and look superb
3) PSG works fine
4) It actually runs!

54

(9 replies, posted in General Discussion)

I found your thesis to be an inspiring read. It is well written, detailed, and has plenty of good sources.

Aside from that, reading this helps give me a clearer picture of some of the things that I can do to help kindle Chipmusic growth. It also helps me understand when the growth boom is likely to take place in the life cycle of Prodigy Tracker. Right now, this is just the spark. But all it takes is a spark.

Thanks for posting your work. I think it's a wonderful contribution to the scene, especially for the intellectual minds of us out there.

55

(9 replies, posted in General Discussion)

Very cool. I meant to ask you about this at one point, this should be an interesting read.

56

(336 replies, posted in Sega)

yogi wrote:

As long as the tracker reads a controller button for sync triggers, no midi decoding needed on the Sega side.
Yogi

There will be MIDI sync yes. But there's going to be more than cross console tracker synchronization. I'm also looking into MIDI controller input and more.

57

(10 replies, posted in Sega)

Alright, so perhaps rotate it to the right by one bit and then multiply it, then rotate it back over to the left one bit... is it true that xpmck expects a 31 decimal value for Sustain Level? I haven't had time to actually go look.

Edit: Ok, yes 31 is the max value in xpmck. But I still don't understand where that 13 came from, even with bit shifting.

58

(10 replies, posted in Sega)

Unfortunately in the original Sega documentation some of the operators were incorrectly mislabeled. So sometimes this detail goes unnoticed when YM2612 software is developed. Which is most likely why operators 2 and 3 were switched like that.

I'm not sure I understand why that value got converted over to 13. Even as a 4 bit value both 2 and 4 fall in the range of the 4 bit maximum which is 15. Is there some other arithmetic going on here that I'm not aware of?

59

(336 replies, posted in Sega)

Yes, MIDI sync is for sure.

I got rid of the flashing, and added more shading to the animations. It looks much nicer and more rich now and is not as distracting. I've decided to keep it as is.

I'm taking a break from Tracker commands and going on over to implementing ADSR display, Options menu, Tempo Control and... oh what's that "g" word that seems so popular around here, hmm. Must've slipped my mind. wink

60

(336 replies, posted in Sega)

If there's one thing that's important, it's listen to the fans.

Maybe the flashing is a bit much, I'll remove it. I just wanted to see what everyone thought about the animated algorithms.

Usually guys I love feature requests. Now on the oscilloscope, I don't think it's feasible to code an oscilloscope. Seeing as how the YM2612 handles all the synthesis operations in hardware and I can't really read the output like that from within code. Perhaps it's possible to emulate the expected output and then display that but the overhead in coding and processing cycles would probably outweigh the benefits of having one. Thanks guys for the suggestions.

61

(336 replies, posted in Sega)

Ok so maybe epilepsy is a bit overdramatic.

I present, Vibrato and Operator Algorithm display and animation.

62

(336 replies, posted in Sega)

I took the old demo down. I don't want it up anymore. The reason is it's just too far outdated, very barebones/buggy and doesn't represent this project very well.


Serious project related question... is there anyone around here that has a history of epilepsy? wink

63

(22 replies, posted in Bugs and Requests)

Fair enough. I have to say that Patreon sounds like a really good idea.

As for my other thoughts on this. I'm going to keep them reserved for a time when I'm not so busy with development, it's going to be quite a while for sure. But I suspect that a lot of people will really like the idea I have in mind.

64

(22 replies, posted in Bugs and Requests)

nickmaynard wrote:

why do you think they need money?

Although that may seemingly be the implication, I never said they did. It goes a bit deeper than that.

I'm looking for ways to help Chipmusic expand, as a forum and as a movement. Everyone here could benefit from that, not to mention all the people out there who would enjoy the music we create that haven't even discovered it yet.

Keep in mind- even if this little donation campaign I'm on fails, I have other ideas but I probably wouldn't have the time to set them into motion until Prodigy is more releasable. But money is a step that could help make it all happen. I seriously think we can take our stuff to a whole new level.

Anyways, back to coding...

Btw, thanks BLEO.