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Reply | Forward Message #6754 of 15019 |
RE: [gbadev] another fucking MOD player v1.0 released

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 have a problem there. Problem
could be the speed however; on my iPaq (200Mhz CPU) MikMod
consumes about 10% processor time for a 4 channel regular
mod file.

> -----Oorspronkelijk bericht-----
> Van: Jonas Lund [SMTP:jonas.lund@...]
> Verzonden: woensdag 5 september 2001 16:03
> Aan: gbadev@yahoogroups.com
> Onderwerp: SV: [gbadev] another fucking MOD player v1.0 released
>
> that's not a big problem at all, mikmod is quite cleanly written in C so
> it shouldn't be a big prob. biggest possible problem would be unaligned
> data in various placed. that's the most problematic thing with most
> projects grown out of the pc. however mikmod has been ported to linux,
> and that port would probably be the best one if it runs on non x86
> platforms (as it's practically only the pc that allows unaligned memory
> accesses)
>
> - jonas
>
> -----Ursprungligt meddelande-----
> Från: Jacco Bikker [mailto:Jacco.Bikker@...]
> Skickat: den 5 september 2001 11:40
> Till: 'gbadev@yahoogroups.com'
> Ämne: RE: [gbadev] another fucking MOD player v1.0 released
>
>
> 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.
>
> > -----Oorspronkelijk bericht-----
> > Van: Neil Holmes [SMTP:ninge1@...]
> > Verzonden: woensdag 5 september 2001 11:33
> > Aan: gbadev@yahoogroups.com
> > Onderwerp: 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 2:48 pm

Jacco.Bikker@...
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Forward
Message #6754 of 15019 |
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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@...
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Sep 18, 2001
9:44 am
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