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Messages - Sto

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1
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: December 22, 2018, 18:06:38 »
I hope I fixed this one.

2
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: December 22, 2018, 16:00:30 »
Thanks, I'll investigate this :)

3
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: October 25, 2018, 09:40:05 »
Press "X" :]

The problem with the cursor is that the pixels of the visualisation overlay the cursor, but it's only a graphical glitch.

4
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: October 25, 2018, 00:56:26 »
This is a highly experimental build. It may or may not work for you, but for me it works.

5
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: October 24, 2018, 17:12:36 »
Hm... I must admit that the build system is quite bad, and that it requires a lot of manual effort to actually get ppplay to start, ignoring the fact that it doesn't produce any sound for me. I'm currently a bit scared of myself and the brainfarts I had when working on the build system :o

The best thing I can currently advise is that you grab a linux machine somewhere and do a local install; or you wait until I find time to fix it, which can take weeks, because it seems I'm still the only "real" user, and I'm only using it on linux.

6
PC Players / Re: PPPlay 0.1.3 released, testers needed
« on: October 24, 2018, 16:14:08 »
Unfortunately, you probably used a very old version where I blatantly thought it were better than it actually was. There have been a lot of changes and fixes in the last 5 years. If you're adventurous, you may try to compile a more up-to-date version yourself: https://github.com/stohrendorf/ppplay

Let me see if I can build a more recent windows version, I used it on linux only for ages.

7
PC Players / PPPlay 0.1.3 released, testers needed
« on: October 07, 2013, 06:07:12 »
I know it's a bad habit to open two threads for one topic, and I have thought about it some time, but it's the only way I see here to get some attention and feedback (sorry, mods!). After more than a year of work, and nearly a complete re-write of all the code, I finally managed to get version 0.1.3 of PPPlay ready. The (incomplete) list of changes since my last announcement are:
  • S3M and XM code re-write, much more compliant to the original players' behaviour.
  • Also plays MOD files now.
  • New input format: HSC, based on a completely new OPL emulator code with very high accuracy.
  • New application: IMFPlay, a player for IMF files, will be integrated into the main program in the next release.
  • Besides the old MP3 output format, additionally OGG and WAV are also available.
  • Selection of sample interpolation: none, linear and cubic.
  • Finally compilable on Windows.
  • Many, many bugs fixed.

You can grab the sources here: https://sourceforge.net/projects/peepeeplayer/files/releases/
Windows x64 binaries are available.

Also, I hope to get S3M Adlib sample handling ready for the next release. This release is meant to be a small feature-freeze, before I start something new that would introduce new bugs. So please test it if you can; a disadvantage is that the code currently only compiles with GCC 4.8, this is because I'm using many of the new C++11 features that aren't available in lower versions (don't use MSVC2012 either, it doesn't work).

Thanks in advance.

8
PC Players / Re: PeePeePlayer - old-fashioned S3M player
« on: August 01, 2012, 17:49:11 »
So... I have spent some more time investigating the disassembly of my dosbox memory dump and discovered that I had done some things terribly wrong, now I understand what is it all about Jeroen Tel's XMs :)

Though I haven't yet started with the planned WAV comparer, I know that my player works much better now, but before I start with the comparer I want to solve the infinite loop problem, which shouldn't be that hard to implement.

9
PC Players / Re: PeePeePlayer - old-fashioned S3M player
« on: July 30, 2012, 17:18:42 »
You could of course normalize both outputs.
... which would definetly fail if there are some peaks in the output. The worst case would be a module where i.e. one envelope is calculated wrong so that one note gets played very loud - which is clearly wrong, but only one factor out of many, and here normalization would create a false positive as the difference between the waves would then increase. In my opinion that's a no-go, but I'm open for ideas.

10
PC Players / Re: PeePeePlayer - old-fashioned S3M player
« on: July 29, 2012, 13:50:32 »
Well, I discovered a major issue... my player's output is 2 times louder than the ft2 output, but the tool shows only a difference of 0.4%. Additionally, it is pretty slow (nearly realtime :(). I think I will write a small cpp to gain more speed and to be able to add some additional parameters like multiplying the samples from one .wav with a factor or the tuning of the comparison method (like "ignore length diff" or switch between mean difference and root mean square).

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