Realfun 3

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By Manuel

Ascended (19678)

Аватар пользователя Manuel

23-08-2023, 00:36

GhostwriterP wrote:

Just a taste of the latest development on the Realfun 3 re-player. To make the re-player test rom a little less boring I thought I add a few nice oscilloscope visualizations. On R800 the Oscilloscopes runs about 30 fps on Z80 a bit slower 15 to 20 fps or so. With the low resolution and low fps it does not give the full picture, but you get the gist. ;)
The ROM contains 17 songs. Go to the next by pressing space (have a bit of patience for the fade out to complete).
To use it in openMSX choose MegaFlashRomSccPlus as romtype (do not select the extensions!)

As you can hear I implemented a music fade in/out feature and am currently implementing sound fx support. Once that is done I will release latest sources. Meanwhile enjoy the visualizations! Bye!

For the lazy ones or without openMSX access, you can watch the first couple of songs on youtube

Tracklist:
Stand up against myself - Thunder Force 4
The hunt - River City Girls - Megan McDuffee
Vectorman - Day 1 - Fortified
The spring - The cure
Volcano valley zone Act 2 - Sonic 3D blast
Stickerbush Symphony - Donkey Kong Country 2
Hydrocity Zone Act 2 - Sonic 3
Rosary intro - Ender Lilies
Ozar Midrashim - Soul Reaver
Briefing room - Angelic Warrior DEVA
Awesome! Are you ready? Awesome
Corridors of time - Chrono Trigger
Let's modulate some sine waves!
Mining Melancholy - Donkey Kong Country 2
End of the dark - Policenauts
The Tower - The Cure
Metal squad - Thunder force IV

Supercool!

By aoineko

Paragon (1136)

Аватар пользователя aoineko

23-08-2023, 07:21

Fantastic work.

I look forward to the release of the code that includes SFX!

By tfh

Prophet (3426)

Аватар пользователя tfh

23-08-2023, 08:08

Could it be that the replayer is uable to detect the SCC in WebMSX? I've inserted an SCC(+) in the second slot besides this .ROM file but there is no sound at all? If I add a 2nd PSG I can at least hear PSG sound.
Or is the replayer at this moment specifically aimed at the MFR SCC+?

By GhostwriterP

Paladin (702)

Аватар пользователя GhostwriterP

23-08-2023, 09:36

Indeed, specific MFR SCC+ a.t.m.
Currently the re-player is ROM based. Some songs require 24 kb to be swapped in at once (because of the non-linear data structure) and the 'third' page (8000h-9fffh) is not possible if the SCC+ comes from a different slot. With a RAM based re-player external SCC+ would become possible.

By ARTRAG

Enlighted (6976)

Аватар пользователя ARTRAG

23-08-2023, 17:27

Awesome work!! LOL! LOL! LOL!

By Guillian

Prophet (3529)

Аватар пользователя Guillian

23-08-2023, 17:32

It is really impressive. I can hardly belive that an SCC+ and a PSG could sound in that way.

By PingPong

Enlighted (4155)

Аватар пользователя PingPong

23-08-2023, 21:20

On average how much cpu does this replayer consume?

By GhostwriterP

Paladin (702)

Аватар пользователя GhostwriterP

24-08-2023, 13:03

Quote:

On average how much cpu does this replayer consume?

Kinda depends what you do with it, but I can give you the following (average) cycle counts as guideline:

                                1 pk   4 pk 
1. Conventional (Konami)        9900   6200
2. Extensive wave morphing     12300  10000
3. Extensive sample playing    20500  17200

For the first category you can think of a tyipcal SCC song something like from Solid Snake or SD snatcher. For the second category, basically pick any song for the test rom other than The hunt and Vectorman. The hunt is slightly above it, which peaks at 13200 / 11900 and Vectorman is actually of the 1st category). The third category is more like turning the re-player in a mod player, where you use 5 (isr) samples at the same time with on-the-fly pitch calculations (easily 1000+ cycles per sample).
The 1 pk value is what you can expect in one instance (i.e. 1/50s or 1/60s). The 4 pk is the highest averaged peak load over 4 consecutive instances. As a rule the single peak is nearly always followed by a dip, so if not going for 50/60 fps gameplay the 4 pk is the most practical value. Note that since these are peak loads, the average load over the song will be below the 4 pk value most of the time.
With the new features build in the re-player got about 500 cylces slower compared to the last time. Apart from 110 cycles for a more wasteful method of AY period update (but cleaner sound), all these extra cycles are only for the condition testing if the music is fading, or if sample / SFX is playing and allowing SFX take over the channel when it does. If one of these things gets turned on it will of course add a few extra cycles for that.

By ARTRAG

Enlighted (6976)

Аватар пользователя ARTRAG

25-08-2023, 23:00

I love the instruments in Rosay Intro. Are they a sampled piano?

By GhostwriterP

Paladin (702)

Аватар пользователя GhostwriterP

26-08-2023, 11:33

Modeled after a sampled piano. I pulled the OPL4 grand piano in different octaves through the voice encoder, picked some of the bin samples as sort of 'key frames' (attack, middle transition and decay) and used those to re-construct the piano using the RF3 wave morphing effects. Doing it this way makes the instruments smaller in size and give more control how frequently the waveform changes, reducing the cpu load as well.

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