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by unknownfile at 12:08 PM EST on November 7, 2007
ok, a bit of an update on progress:

The system controller is working fine, tag fetching will be implemented soon.

The NSF core is working fine in the new plugin.

No GUI is implemented yet.

I will be focusing on the GUI before I fix issues (in particular, Winamp crashes on quit) and add the MSX core to the mix.
by unknownfile at 10:30 PM EST on November 7, 2007
Presenting super early screenshot of the monstrosity in action.



It now has a somewhat working GUI. Push one of the buttons, and the track changes. There are still issues I need to sort out, such as the fact that the GUI sucks.

And the visualization code isn't implemented, which explains the lack of a waveform/bars up at the top.

Everything from the old build of Notsofatso is working great, so I might as well say that now.
by marioman at 7:40 AM EST on November 8, 2007
There will still be separate play controls? :(
by unknownfile at 8:32 AM EST on November 8, 2007
well, if you want me to program all sorts of weird hooks to Winamp that I don't understand, then yeah, I can add shadowing functions. it's going to need to be added anyway, what with all the stupid m3u playlists and everything.
by marioman at 11:23 AM EST on November 8, 2007
I just don't understand why something besides the Winamp interface is being used to play the files. At that rate, why is it even a Winamp plugin? It is like a stand-alone player, but it is not completely stand-alone because it is tied down to Winamp for some reason.
by unknownfile at 11:32 AM EST on November 8, 2007
go ask Disch, the plugin layout's not my idea.

__

By the way, supported formats planned for the final version:

- nsf/nsfe
- kss
- a lot of crap that GME supports (save for VGM and GYM, because I hate those formats)
- M1 roms

call me bored, but i think that it'd be interesting to try integrating all of this into one plugin. my aim for filesize is 1 MB, so I'll see what happens.

__

edit 2:

I decided that I'd add an autoshadow feature, so when a track is loaded, a shadow of the NSF is immediately added to the playlist, but the issue lies in the fact that the NSF isn't removed from the playlist, so I decided against it. Shadowing will be implemented in the final product, though.

edited 6:08 PM EST November 8, 2007
by Lunar at 7:06 AM EST on November 9, 2007
http://rapidshare.com/files/68445853/Motocross_Maniacs_2__1999__Konami_.gbs.html

Anyone know what's up with this GBS file (or more properly, playback of it)? It is playing at breakneck speeds.

Just thought I'd point it out, in case it's of interest. You probably know about it already but w/e :D
by ugetab at 4:10 PM EST on November 9, 2007
In the file, set 0x0E to AE, 0x0F to FC. That should fix the speed issues. It's a very weird setup compared to most GBS modulo/control settings. It looks wrong, but works right.
by unknownfile at 7:04 PM EST on November 9, 2007
Game_Music_Emu imported into the codebase, HES files now supported. Some don't work though (Marchen Maze), so I'll wrangle with that shit later.
by kingshriek at 7:16 PM EST on November 9, 2007
Is the Marchen Maze rip playing too fast, perhaps? I know the one on Zophar's is not acknowledging vsync IRQs, so the play routine is getting called repeatedly instead of at timed intervals. The ripper probably incorrectly assumed that vsync on the PC-Engine is handled via NMI when in fact it's handled via the IRQ1 line instead (NMI is disconnected on the PC-Engine) so acknowledgment is necessary. The rip can be easily fixed by inserting a LDA $0000 instruction at the beginning of the IRQ1 handler.

edited 7:21 PM EST November 9, 2007

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