Some of requests planned, just not added yet. However, player info would be rather useless - TAP file is only intended to test, as it is not relocable (that would complicate things seriously)
If you want to use the 2-pass assembler from Beepola in your tracker to do full TAP output, then you're more than welcome. It would be a couple of hours of very simple work to port it from pascal to C (replace "begin" with "{", "end" with "}", "=" with "==" and fix up the function declarations, that is pretty much it). It's only 1500 LoC or so.
That way you can just assemble the files in memory, to any address, and write out the TAP file.
Thanks for the offer, ccowley. Of course I thought about having a built-in assembler like Beepola does, however there are many things that complicate it. It would help a lot in the sense that I only would need to have an assembly version of an engine in a plugin, and get binary out of it. But:
- The assembler should be compatible with SjAsmPlus and be pretty advanced, because engines developed, reversed, tested and used with it. Otherwise I would need to convert code back and forth, and that would made it even less effective than now.
- The assembler would make debug more difficult. I can be sure that precompiled code is correct, and I only need to debug data generation. With built-in assembler I can't be sure if I made a mistake in the source, in the assembler, in the data generaton.
- Since the editor is not ZX Spectrum-only, I would need to have few assemblers for different CPUs or a table-driven assembler eventually.
- Assembler should be very fast, so it needs to be on the front end side. It would be too slow as a script.
- Script should prepare data fast, and preparing text is certainly slower, because it results in larger amount of data and tons of formatInt calls (number to hex etc).
That's why I opted to not use built-in assembler for now.
No problem. I understand completely... it does add a certain layer of complexity. It's always there in the future if you want to use it (although it doesn't currently support macros which might be annoying for you if you're used to SjAsmPlus :) )
A small update that improves copy/paste and some other things in the front end. Tim Follin's 3 channel engine is added for those who wants to have some special fun. Don't forget there are docs on the engines in the /docs/ folder.
Forum does not allow to edit the first post anymore, so information there will be not up to date.
I personally test it on XP SP3 and Vista, so far never had any crash. Some people had crashes, though, so I guess it is some compatibility problem. Maybe SDL related or VC runtime related, I have no idea.
Try to enable log in the cfg file and check if there are any errors in the log after crash.
Change the octave to one that is in the supported range. This engine only supports a bit more than 2 octaves, with A-3 being the highest note. You trying to enter a note above the A-3, and it gets limited by the editor to the highest possible.
Yep..same problem here... its not your imagination... (Windows XP SP3)... :-?
Oh!... Shiru posted solution at same time as my post... YES!!.. That makes a lot of sense... Works fine now that I know whats going on... Yep, changing the octive solves it.. Thanks Shiru...!
There is a problem with Apple II music in 1tracker - there is no general audio emulation format for Apple II (like NSF, AY etc), and thus no support in Game_Music_Emu library that plays sound in 1tracker. So a format should be developed and support added into the library in order to get sound in the tracker.
There is a workaround, though - make a compatible player for one of supported systems. There were many ZX Spectrum beeper engines ported to Atari XL, and they kept their sound, so it is doable. There are 6502 based systems supported, that could help too.
Didn't understand the question completely. The app closes without an error in some situation? Do you have the problem with certain engine? What the log file says?
now i realize what this is - nice! thanks alot, krue. would be great to have other apple ][ tools as well, especially MCS.
i hope that someone will volunteer to write a routine for apple ][ / pc speaker. Even a simple dummy plugin that just translates speaker port writes to raw square waves would be better than no sound at all.
Since CPU type and clock frequency is the same for Apple II and C64, I think it is possible to make a slightly modified Apple player that will play as SID file in the editor.
Since CPU type and clock frequency is the same for Apple II and C64, I think it is possible to make a slightly modified Apple player that will play as SID file in the editor.
Shiru, that is a good idea. I'm already starting to talk with the Apple II folks about a music format, but this would be a good way to get started.
Comments
That way you can just assemble the files in memory, to any address, and write out the TAP file.
- The assembler should be compatible with SjAsmPlus and be pretty advanced, because engines developed, reversed, tested and used with it. Otherwise I would need to convert code back and forth, and that would made it even less effective than now.
- The assembler would make debug more difficult. I can be sure that precompiled code is correct, and I only need to debug data generation. With built-in assembler I can't be sure if I made a mistake in the source, in the assembler, in the data generaton.
- Since the editor is not ZX Spectrum-only, I would need to have few assemblers for different CPUs or a table-driven assembler eventually.
- Assembler should be very fast, so it needs to be on the front end side. It would be too slow as a script.
- Script should prepare data fast, and preparing text is certainly slower, because it results in larger amount of data and tons of formatInt calls (number to hex etc).
That's why I opted to not use built-in assembler for now.
Forum does not allow to edit the first post anymore, so information there will be not up to date.
Try to enable log in the cfg file and check if there are any errors in the log after crash.
Add a makefile:
http://krue.net/junque/1tracker-2012.05.09_makefile.patch
Allow '/' as a patch separator:
http://krue.net/junque/1tracker-2012.05.08_path_separator.patch
In this case I have to take a look too.
Thank you very much (as usual).
http://mister_beep.republika.pl/
Whatever key.
http://mister_beep.republika.pl/
Oh!... Shiru posted solution at same time as my post... YES!!.. That makes a lot of sense... Works fine now that I know whats going on... Yep, changing the octive solves it.. Thanks Shiru...!
I am sure I will test this program today.
2 more engines finally available. :)
There is champagne to open. ;)
http://mister_beep.republika.pl/
Supports export only.
There is a workaround, though - make a compatible player for one of supported systems. There were many ZX Spectrum beeper engines ported to Atari XL, and they kept their sound, so it is doable. There are 6502 based systems supported, that could help too.
Without any wisible crash, without any noise - just dissapeare.
It would be a problem if I was making any song and it would turn-off itself without warning.
What might it be?
_____________EDIT_________________
Actually it isn't too high note. It's without reason, but in a moment I press a key.
.
http://mister_beep.republika.pl/
now i realize what this is - nice! thanks alot, krue. would be great to have other apple ][ tools as well, especially MCS.
i hope that someone will volunteer to write a routine for apple ][ / pc speaker. Even a simple dummy plugin that just translates speaker port writes to raw square waves would be better than no sound at all.
Shiru, that is a good idea. I'm already starting to talk with the Apple II folks about a music format, but this would be a good way to get started.