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Forums > C64 Productions > NinjaTracker released at last...
2002-10-31 22:51
cadaver

Registered: Feb 2002
Posts: 1160
NinjaTracker released at last...

Took a little longer than expected, but now NinjaTracker (with 10 rasterlines playroutine) is released. Not very userfriendly (as there's no instrument-data, only tables, tables and tables...) so approach with caution!

http://covertbitops.c64.org/tools/ninjatrk.zip

Sourcecode included, so customization is possible. Remember to do changes to both the editor's internal playroutine and the packer/relocator's playroutine (saved with packed tunes)
 
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2006-07-16 19:11
cadaver

Registered: Feb 2002
Posts: 1160
Interface IMO has not necessarily much to do with playroutine architecture & musicdata. After all, you could "edit" a song for any playroutine by just fiddling with a raw hexadecimal memorydump :) Or a more humane example, JCH editor could just as well display tracks & patterns separate, while having same musicdata & features.
2006-07-16 19:13
Bamu®
Account closed

Registered: May 2005
Posts: 1332
I think interface-design MUST come first, because it exactly will tell you how to code (afterwards) the player.... :)

2006-07-16 19:19
cadaver

Registered: Feb 2002
Posts: 1160
Actually one has to answer two separate questions ..

1) what do you want to be able to do in the music (playroutine)

2) how to command those abilities in the easiest & most powerful way (editor interface)

It could be argued that the features must be at least subconsciously known, before an interface can be designed.
2006-07-16 19:20
tlr

Registered: Sep 2003
Posts: 1787
Quote: I think interface-design MUST come first, because it exactly will tell you how to code (afterwards) the player.... :)



This can be the case for modern PC music systems with real-time calculated audio and nearly unlimited degrees of freedom.

For a limited output device (SID) it is essential to be able to control details, hence the interface has to be player centered.

The natural way is then to program a good player, make a few test songs in it without editor (or with a rudimentary editor), and then possibly code a real editor if it's good enough to be used on more songs.
2006-07-16 19:26
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Quote: This can be the case for modern PC music systems with real-time calculated audio and nearly unlimited degrees of freedom.

For a limited output device (SID) it is essential to be able to control details, hence the interface has to be player centered.

The natural way is then to program a good player, make a few test songs in it without editor (or with a rudimentary editor), and then possibly code a real editor if it's good enough to be used on more songs.


Ok, this is maybe true! :)
Personally I would prefer real-time calculated stuff. :)
2006-07-16 19:29
cadaver

Registered: Feb 2002
Posts: 1160
Quote: Ok, this is maybe true! :)
Personally I would prefer real-time calculated stuff. :)


And how is this relevant to whether player or interface gets designed first?

Maybe we should need a nata-FAQ so that he doesn't need to repost in multiple threads what he likes :)
2006-07-16 19:31
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Quote: And how is this relevant to whether player or interface gets designed first?

Maybe we should need a nata-FAQ so that he doesn't need to repost in multiple threads what he likes :)


Heeee!

For me it's relevant!
2006-07-16 19:32
cadaver

Registered: Feb 2002
Posts: 1160
For example, Sadotracker was coded player first, and it has realtime calculated vibrato & slide. Ninjatracker was also coded that way, and it doesn't have. So, your point was?

Btw. interface tells nothing of how to spread playroutine workload on successive frames, or how to encode the patterndata for best memory usage :)
2006-07-17 01:39
Stryyker

Registered: Dec 2001
Posts: 468
If Nata prefers interface to be designed first then maybe he could make a fully working interface to show us how it should be.

I found when trying to make a music system (I got bored making the editing system so I stopped) that I had to adjust interface to make it more workable and more logical for the player.
2006-07-17 08:59
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Actually, at the moment I'm experimenting around with interfaces. It's quite a hard task to make something powerful, but with easy handling.
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