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Reply | Forward Message #6752 of 15019 |
RE: [gbadev] another fucking MOD player v1.0 released

cheers guys :) - ill take a look!
-----Original Message-----
From: Neil Holmes [mailto:ninge1@...]
Sent: 05 September 2001 10:33
To: gbadev@yahoogroups.com
Subject: RE: [gbadev] another fucking MOD player v1.0 released


are there any open source mod-players for the GBA around? or for any other
platform for that matter? im pretty interested in looking into the sound
side of the GBA next as its the one area ive not covered so far.. however,
if im gonna be playing mods im also gonna want to be playing sound effects
at the same time!

a nice all-in-one sollution would surely be the best bet but i dont really
have time to write my own MOD player too... if not then dont mind me.. im
just wondering :0)

ninge

-----Original Message-----
From: groepaz [mailto:groepaz@...]
Sent: 04 September 2001 21:51
To: gbadev@yahoogroups.com
Subject: [gbadev] another fucking MOD player v1.0 released



after fiddling long enough with it, we are proud to present you...

AFM v1.0 (w) 2001 by Silpheed/Hitmen, Groepaz/Hitmen

plays standard 4-Channel Protracker Modules (at 15.290khz Stereo)
all effects supported and (hopefully ;D) played 100% correctly

as usual, get our releases at www.hitmen-console.org

--
Best regards,
groepaz mailto:groepaz@...



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Wed Sep 5, 2001 1:24 pm

ninge1@...
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Message #6752 of 15019 |
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hmm.. I've had looped samples+volume all along ... I'm at about 7% with 16khz, but if i unrolled my loops a bit more, I could probably get 8% at 22k =) more...
Stephen Stair
sgstair@...
Send Email
Sep 7, 2001
4:08 am

cheers guys :) - ill take a look! ... From: Neil Holmes [mailto:ninge1@...] Sent: 05 September 2001 10:33 To: gbadev@yahoogroups.com Subject: RE:...
Neil Holmes
ninge1@...
Send Email
Sep 5, 2001
1:31 pm

MikMod plays mods and sfx. It's GPL'ed, but as far as I know it's only available for PC, PocketPC and probably Amiga....
Jacco Bikker
Jacco.Bikker@...
Send Email
Sep 5, 2001
10:10 am

The PocketPC doesn't allow for unaligned memory access either and the guy that ported it didn't mention any problems with that. So I suppose MikMod shouldn't...
Jacco Bikker
Jacco.Bikker@...
Send Email
Sep 5, 2001
3:33 pm

Wow! 10%cpu on a 200mhz iPaq... well, My modplayer (1/2 effects implemented) only uses 7% cpu on the gba =P for a 4 channel regular mod file. ;D -Stephen ...
Stephen Stair
sgstair@...
Send Email
Sep 6, 2001
4:06 am

... And you will release your sources :-) off course, so we can admire the beauty of your code .. :-)) Other solution, ask Olivier Lapicque (the author of...
Pierre-Emmanuel CHAUT
pe_chaut@...
Send Email
Sep 6, 2001
7:36 am

... a 4 channel regular mod file. In 44100Hz ? 7% is 1,174,600 cycles, 293,650 cycles per channel, 6.6 cycle per sample ? ... SprawdŸ swoje bezpieczeństwo w...
Adam Bienias
nauplay@...
Send Email
Sep 6, 2001
9:25 am

Hello Adam, ... AB> a 4 channel regular mod file. AB> In 44100Hz ? 7% is 1,174,600 cycles, 293,650 cycles per channel, 6.6 cycle AB> per sample ? 7% ...maybe...
groepaz
groepaz@...
Send Email
Sep 6, 2001
11:21 am

did I ever say 44khz? ;D no, it runs at 16khz at the moment (and sounds pretty darn good!) -Stephen ... From: Adam Bienias To: gbadev@yahoogroups.com Sent:...
Stephen Stair
sgstair@...
Send Email
Sep 6, 2001
5:14 pm

Yeah... I had mine at around that for a while although I wanted to up the sample rate on it to around 22050 (or so) as I found it didnt sound quite good enough...
Paul Carter
paul.carter2@...
Send Email
Sep 6, 2001
8:13 pm

err.. I cant actually get the main.gba that comes in the zip to work on anything! (vgba, visoly, TS4 or wideboy64 AGB) - anyone have any ideas? Beuller?? ninge...
Neil Holmes
ninge1@...
Send Email
Sep 7, 2001
10:51 am

Hello Neil, Friday, September 07, 2001, 12:50:37 PM, you wrote: NH> err.. NH> I cant actually get the main.gba that comes in the zip to work on anything! NH>...
groepaz
groepaz@...
Send Email
Sep 7, 2001
12:30 pm

hmmm.. that was the first thing i did! - maybe the file is knackered or something..?!? ill try downloading it again and see if that sorts it out - cheers...
ninge
ninge@...
Send Email
Sep 7, 2001
12:58 pm

I've finally managed to get a compile environment that works (using DevKit-Advance, and LibGBA, but when I try to link with the afm library, I get the...
Richard Munn
benjymous@...
Send Email
Sep 15, 2001
2:27 am

... If you compile libgba with devkitadv ( i can send makefile i used if you wish) it will work fine -- Tom "Tomahawk" Badran Department of Computing, Imperial...
Tom Badran
tb100@...
Send Email
Sep 15, 2001
4:46 am

... I *did* compile libgba with Devkit Advance, which is what's got me puzzled so much. The only change I made to the whole system was to modify a long and a...
Richard Munn
benjymous@...
Send Email
Sep 15, 2001
2:49 pm

... You dont need to use the version of libc that comed with libgba, it will not compile properly with devkitadv's linker script. You just need to remove all ...
Tom Badran
tb100@...
Send Email
Sep 15, 2001
7:57 pm

... out of interest: why do all people who reply talk about libgba and how to fix it if then error appears in libafm? did i miss something? cheers, Markus...
Markus Glanzer
markus.glanzer@...
Send Email
Sep 17, 2001
2:34 pm

Hello Markus, MG> out of interest: why do all people who reply talk about libgba MG> and how to fix it if then error appears in libafm? did i miss MG>...
groepaz
groepaz@...
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Sep 18, 2001
9:39 am

Pahaha XD groepaz, irc maybe ? :)...
neimod@...
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Sep 21, 2001
8:29 am

Hi fellow coders... Now you can put all your multiboot-able demos into one rom and select one from a menu. It looks like: ...
Rafael Vuijk (aka Dar...
darkfader@...
Send Email
Sep 18, 2001
10:37 am

I've got my code working (i think) to send data to the "slave" gameboy(s) in multiboot mode, but there is a problem. What data should you send to the slave ...
Andrew Grafham
grafhama@...
Send Email
Sep 18, 2001
9:44 am
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