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Forums > C64 Composing > SID Factory
2006-09-02 16:19
Laxity

Registered: Aug 2005
Posts: 459
SID Factory

Ok.. So.. I added it and called it an alpha release since it's not yet completely done and subject to fundamental changes, especially in the file format.

SID Factory 0.5 (alpha 1)
 
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2006-09-03 15:18
Sidder
Account closed

Registered: Mar 2003
Posts: 56
All clear. So a little summary - what would I implement first (if I decided) and what is more important from my point of view:


High priority:
- tone-portamento
- changing global volume
- clearing all patterns
- SHIFT + "+" (jump to * start position)

Mid priority:
- jump to first line (of current instrument) in wave-table (JCH's "G") (ideal: in wave, pulse and filter tables - it'd be so useful!)
- scroll play (Yes and yes! :) - if tune is long without this function it's not easy to find and e. g. correct notes in 'far' sequences)
- clearing all tables
- stop mark in sequences-list


Low priority:
- easier docs: with examples how tables work


Anyway, SF is already good editor. I'll be waiting for all improvements.
2006-09-04 04:27
Laxity

Registered: Aug 2005
Posts: 459
Quote: All clear. So a little summary - what would I implement first (if I decided) and what is more important from my point of view:


High priority:
- tone-portamento
- changing global volume
- clearing all patterns
- SHIFT + "+" (jump to * start position)

Mid priority:
- jump to first line (of current instrument) in wave-table (JCH's "G") (ideal: in wave, pulse and filter tables - it'd be so useful!)
- scroll play (Yes and yes! :) - if tune is long without this function it's not easy to find and e. g. correct notes in 'far' sequences)
- clearing all tables
- stop mark in sequences-list


Low priority:
- easier docs: with examples how tables work


Anyway, SF is already good editor. I'll be waiting for all improvements.


On the driver level:

- Portamento is good to have
- volume change is a must.

These things are pending implementation.

On the editor level:

- Fix "Restore" bug.. ;)

- Clearing sequences and patternlist. Should be easy.

- Clearing patterns is a possibility, but I need to have a default pattern for the Init table per. player. This means I need to change the file format. Therefore, if this is needed, and I guess it is, this will be pending until I've planned the rest of the changes that will cause file format changes too.
- Shift + "+" - Have you tried pressing that combination? (I know.. that ALSO not in the docs!)

Those, jump to table, features are what I think of as "nursing" features. They are VERY nice, but not nessesary. Another thing that makes the rather complicated to implement is that the whole table setup is dynamic. Therefore linking a position in one table to another is rather bad. Especially as this info needs to be stored with the player/work file in some way..

- Scroll play.. Well.. I don't think so.. Let's see if I some day come up with an idea that allow this implemented easily.


2006-09-04 07:28
tlr

Registered: Sep 2003
Posts: 1732
Quote:
Those, jump to table, features are what I think of as "nursing" features. They are VERY nice, but not nessesary. Another thing that makes the rather complicated to implement is that the whole table setup is dynamic. Therefore linking a position in one table to another is rather bad. Especially as this info needs to be stored with the player/work file in some way..

Couldn't you store it in the player file as the actual code (one for each table) that parses the current entry for its target.
It could for example return table number in Acc and table index in X (and some code for no jump).

Just a thought.
2006-09-04 07:49
Sidder
Account closed

Registered: Mar 2003
Posts: 56
Quote:
- Shift + "+" - Have you tried pressing that combination? (I know.. that ALSO not in the docs!)


No - it IS in docs, but as not implemented. Quote:

"Shift + + - Go to marked track. (NOT implemented yet!)"
2006-09-04 07:57
Laxity

Registered: Aug 2005
Posts: 459
ok.. but it is ;)
2006-09-04 08:29
Laxity

Registered: Aug 2005
Posts: 459
Quote: Quote:
Those, jump to table, features are what I think of as "nursing" features. They are VERY nice, but not nessesary. Another thing that makes the rather complicated to implement is that the whole table setup is dynamic. Therefore linking a position in one table to another is rather bad. Especially as this info needs to be stored with the player/work file in some way..

Couldn't you store it in the player file as the actual code (one for each table) that parses the current entry for its target.
It could for example return table number in Acc and table index in X (and some code for no jump).

Just a thought.


I thought of that, it's a good idea actually, but I'm not going for that solution if I implement it.
2006-09-04 11:28
Sidder
Account closed

Registered: Mar 2003
Posts: 56
Quote:
Those, jump to table, features are what I think of as "nursing" features. They are VERY nice, but not nessesary.


Of course, but essential features of modern editors are such "nursing" attributes! Not only perfect player - also perfect editor. The more so because e. g. "G-key jump" is one of the most using function.
2006-09-05 12:08
cadaver

Registered: Feb 2002
Posts: 1154
Beware, nursing features *are* the way to the darkside!
2006-09-05 14:36
Laxity

Registered: Aug 2005
Posts: 459
Quote: Beware, nursing features *are* the way to the darkside!

LOL!
2006-09-05 15:17
Steppe

Registered: Jan 2002
Posts: 1510
Nerding features the way to the dark side are, Luke?
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