Mod Archive Forums Mod Archive Forums
Advanced search  


Please note: Your main account will not work here, you must create a forum account to post on the forums.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DragShot

Pages: 1 2 [3]
PC Players / Re: DosMod / WinMod / JavaMod
« on: December 15, 2013, 23:48:57 »
I'm glad to see you posted your player here :D . I use JavaMod frequently, overall due to the mixing options it brings and the equalizer. Although the GUI uses high amounts of CPU clock (and it might show small halts during playback when applying a lot of effects and stuff), it's very good for standard audio playback when we're speaking about Java.

Nice job.

PC Players / Re: NfmM MOD Player
« on: December 13, 2013, 20:03:40 »
Why limit it at all? There are mods well over the 10 minutes barrier.

The engine I use renders the song into an array of bytes. I've noticed this limited the time per song to 6:45, and some .mod songs I've listened reached 7:30. I'm trying to see how much I can extend such limit, seeing how does this affect the heap memory required and stuff (although I don't think it should be a lot).

Check e.g. the famous modfil11.txt or other documentation available at ModLand, though I didn't read through those documents, so cannot comment on their accuracy (which is a big problem with many documents about module formats).

Thank you :D , it has exactly what I wanted to read.

Or try to examine the code of IBXM(a mod player, plays MOD, S3M and XM; the sourcecode is included in the jar file)


I'm trying luck with 2 engines, one of them resulted being way too confusing xD , but the other is more organized, so I can read its sources. I'll add this one too, thank you.

For the playback time limit, in the ModArchive there are modules with 1 hour lenght

I'll have that in count, but... you know, that isn't exactly a .mod file.

PS: "Wants more pie"? LOL, I love these ranks xD!

API Support / NfmM MOD Player - API Key Request
« on: December 13, 2013, 04:09:54 »
So... I know this forum is less active than the site itself, but I know I can ask anyway.

If you've checked the Software subforum, you'll had noticed a Mod Player I posted. It comes with a search tab which allows to select soundtracks from game hosted lists. This only works to get some random results, but it doesn't work in the way I'd like to (name search, and a wide repository to get the modules from); so I was wondering if I could get a level 3 access key, so I could implement direct module search through ModArchive (of course this means the site will get some advertisement ;) ). Although I distribute this software freely, I don't have exactly a lot of people using it, so I donĀ“t think the traffic will suppose a problem for now.

I'll be waiting for a response. Thank you very much.

Software Showcase / Re: Javascript Module Player
« on: December 13, 2013, 03:46:17 »
Hey, nice web app you got there. And JavaScript? I never tried to build something like a media player using JavaScript before, considering AudioContext is not supported in most browsers, and I'm still not familiarized enough with such scripts :\ .

Anyway, good luck. That project already rocks :) .

PC Players / NfmM MOD Player
« on: December 13, 2013, 03:39:36 »
Hello everybody. My name is Dany, 18 years old. I'm from Lima, Peru; and one of the things I like to do is to develop software. I've created some apps so far and I'm getting more skilled in Java.

Meanwhile, as I noticed there is a software section in this forum, I just wanted to post my own application. It's a ProTracker/FastTracker/ModPlugTracker module (.mod) desktop player made for JavaSE 1.7 (aka Java 7).

Specifically speaking about it, it's a dedicated player made for use in conjunction with a online car game called Need for Madness, which uses this module format for its soundtracks. Actually, many people got to know this site due to the creator's advice of looking for some good soundtracks in ModArchive.

Have a little screenshot of the version 2.1 being developed:

Current features:
- Local .mod files and zipped mod files support, using the game's engine called ModSlayer (which I couldn't find anywhere, so I assume it was made by the same guy who developed such game, I should ask him about it anyway).
- Playlists: playback, saving, loading, creation of new playlists using online search in the servers of Need for Madness.
- Tailor-made swing components for the GUI.
- Self-updateable.

Under development:
- Rise the time limit per track from 6:45 to 8:00 minutes (or a bit more).
- Optimization of controls (mainly redirecting controls to the output mixer instead of the audio clip, to get an actual control over the volume instead of just adjusting the gain).
- Integration of the HiFi Look&Feel, available in the jTattoo skins package (what you can see in this preview).
- Other minor improvements and bug fixes.

More info & download:

By the way, does somebody here know where I can know more about the internal bytecode in .mod files? I want to extend the engine being used in the player for stuff like adding compatibility with more effects, fixing some sampling issues and so, because this engine is really great at rendering the audio data but it's not perfect reading samples and certain effects.

Pages: 1 2 [3]