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Forums > C64 Composing > Sid Duzz It
2006-08-08 14:34
Stainless Steel

Registered: Mar 2003
Posts: 966
Sid Duzz It

Hi'yall,

I was wondering who else is using Shape's SDI editor around here. I would like to talk about the editor with other users about their experiences with it and maybe some technical blah blah aswell.

Cheers!
 
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2010-08-01 06:30
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: Hey all... A few questions regarding the SDI player.

I know to make sure that I don't have any pointers to empty instruments, filter table, etc, etc, but I'm having a problem where my tune doesn't sound right when I use the sync bit. I'm starting to suspect that it's because I'm using the sync bit on channel 3. But it sounds fine in the editor. hmmm. I dunno... I'm not an expertXor.

Question 1:
I have used instruments 00 to 10, but I found I didn't need to use INST number 06 in my sequences, so I've just filled it with zero's. Do I have to shuffle all my instrument programs back to fill the gap left by instrument 06? I suppose I could do this by switching the last (10) instrument to 06. Would this have an effect on the player?

Question 2:
After building up a track I have used sequences up to $44 but there are 12 sequences scattered within that range that I have set to "unused" because they are not needed in my arrangement any more. Would this have an effect on the player? If so, I'd have to spend an age (5 hours at least) having to shuffle them about.

Question 3:
Why are z8 and z9 just a list of zero's?
What are z8 and z9?

I can send my sdi tune on request if someone is interested.

Cheers.


1. only used instruments are dumped when you make the final dump to sourcefile, so the instruments will get rearranged and get new numbers, taking only used data out

2. same here, only used sequences will get dumped, and all will be renumbered in the final dump

3. z8 and 9 are instruments. if they are dumped and say just 0, then they are somehow linked to something (used), and they have been dumped even when you didnt want to. dont delete them in the source, they are active. and when this has happened, that empty instruments are dumped, you cant get rid of them again, because its a bug. :D

edit your song to have really empty instruments, with no linked data in them, and try to dump the tune again to get rid of the empty z8, z9 etc.

anyhow, they do no damage, and you just 'waste' a few bytes there..
2010-08-01 09:46
tlr

Registered: Sep 2003
Posts: 1807
Quoting Jan Harries

3. z8 and 9 are instruments. if they are dumped and say just 0, then they are somehow linked to something (used), and they have been dumped even when you didnt want to. dont delete them in the source, they are active. and when this has happened, that empty instruments are dumped, you cant get rid of them again, because its a bug. :D

edit your song to have really empty instruments, with no linked data in them, and try to dump the tune again to get rid of the empty z8, z9 etc.

If it helps: z8 and z9 contain instrument parameters detune hi/lo.
2010-08-01 16:17
clonK
Account closed

Registered: Aug 2008
Posts: 65
Quote: Quoting Jan Harries

3. z8 and 9 are instruments. if they are dumped and say just 0, then they are somehow linked to something (used), and they have been dumped even when you didnt want to. dont delete them in the source, they are active. and when this has happened, that empty instruments are dumped, you cant get rid of them again, because its a bug. :D

edit your song to have really empty instruments, with no linked data in them, and try to dump the tune again to get rid of the empty z8, z9 etc.

If it helps: z8 and z9 contain instrument parameters detune hi/lo.


But I've already told you that I have 'really empty instruments with no linked data in them' and there are absolutely no false pointers anywhere.

If z8 z9 contain instrument parameters detune hi/lo then I guess it makes sense they are all zero's because I haven't used detune hi/lo.
2010-08-01 18:16
clonK
Account closed

Registered: Aug 2008
Posts: 65
The tune sounds fine for the first minute, but later on it just sounds like the adsr commands are different to the ones I programmed in the editor and it's not as tight a groove as in the editor. Hard to describe without hearing it.
2010-08-01 18:21
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: The tune sounds fine for the first minute, but later on it just sounds like the adsr commands are different to the ones I programmed in the editor and it's not as tight a groove as in the editor. Hard to describe without hearing it.

its is a bug, because sadly, the outside player isnt the same as the inside.

the only thing you can do is to recode your adsr settings to something it wont fuck up.

this bug is fixed in v3, because there the outside player is 100% identical. (v3 is under development)

i have only 1 time had a problem similar to yours, so you must have used some very unusual adsr settings in combination with something else that requires absolutely flawless timing..
2010-08-01 22:02
Kristian

Registered: Apr 2002
Posts: 126
Had a little incident with SDI here... is it possible to restart it (with a poke or something) after a reset? I don't have any cartridge connected at the moment and it's been ages since I've been doing stuff like this.
2010-08-01 22:07
GT
Account closed

Registered: Sep 2008
Posts: 308
Quote: Had a little incident with SDI here... is it possible to restart it (with a poke or something) after a reset? I don't have any cartridge connected at the moment and it's been ages since I've been doing stuff like this.

Hei Kristian. sys 2061 ($080d). ;)
2010-08-01 22:16
clonK
Account closed

Registered: Aug 2008
Posts: 65
Quote: its is a bug, because sadly, the outside player isnt the same as the inside.

the only thing you can do is to recode your adsr settings to something it wont fuck up.

this bug is fixed in v3, because there the outside player is 100% identical. (v3 is under development)

i have only 1 time had a problem similar to yours, so you must have used some very unusual adsr settings in combination with something else that requires absolutely flawless timing..


Well my adsr's play with the lfo's and the sync bit, so yeah it's a bugger to try and get it to sound right in the player.
I spent many hours trying to get FOIST to sound like it did in the editor too.

I guess with more use I'll learn how to adjust for the player quicker.
Roll on V3 :)
2010-08-01 22:18
GT
Account closed

Registered: Sep 2008
Posts: 308
Quote: The tune sounds fine for the first minute, but later on it just sounds like the adsr commands are different to the ones I programmed in the editor and it's not as tight a groove as in the editor. Hard to describe without hearing it.

The dumper checks instruments backwards from $2f till it finds data. So your empty instruments within the data is dumped as well. Maybe we'll rearrange this in the newer. Haven't got to the dumper yet. Your incident sounds a little strange. Could be channel 4 on/off settings. If you don't use channel 4, leave it OFF before you dump your tune. I would have to see how you arrange your tune to answer this more precicely.
2010-08-01 22:18
Kristian

Registered: Apr 2002
Posts: 126
Thanks Geir :)
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