I have just added a new page to our Developer section on this website. The Object Lists page only has a simple chart to aid in creating objects for the Object Processor, I did think about making it a simple news post but didn’t want it to be more complicated to find than it needed to be, so it now has it’s own page.
After a 4 year break, why not go for the other extreme? So here we are with roughly a week since last release! and quite a bit done too (full details in the changelog).
A significant change has been made to the way fine tunes in modules are handled, this has removed the need of a 4K LUT and impact on system bus when working with samples with a fine tune applied, as well as much more accurate playback of these samples with other effects.
As well as optimisations to the code to free up some extra cycles on the DSP, we have exposed a couple of SE status registers, allowing users to monitor for successful stopping of the DSP, and the status of sample voices, so now you can look to see if there is a voice doing nothing and fire a sample on it, instead of overwriting an existing sample.
Also the ability to stop a looping sample when it reaches the end of the loop, and not immediately.
After over 4 years! unfortunately most of those years have been spent languishing in a variety of code repositories and not being developed. Although along the way some bugs and omissions have been patched and a small amount of tidying up. Nothing too ground breaking, equates for Joysticks are correct in this release and the DSP stop code finally works thanks to Shamus. Hoping to get through the backlog of bugs and push another release out much sooner (although 4 years shouldn’t be hard to beat 🙂 ).
The earlier release of the Graphics converter had an unforeseen issue in requiring the Microsoft Visual C++ Redistributable to be installed. This has now been patched out and version 0.00.05 released which requires no additional libraries.
Sorry for any inconvenience or frustration this has caused.
Our graphics convertor tool has had a minor update to allow it to function without needing you to install additional libraries. It still makes use of the excellent ImageMagick libraries, but these are now statically linked into the binary.
So now it can still read all of the image formats, but is all contained in the single (larger) exe.
Another night spent working my way through the SoundEngine manual, version 0.21 nears launch, so there is a new feature to document, some old features I had forgotten to document (Thanks CJ for pointing those out 🙂 ) and a general tidy up here and there.
Still hoping to have the next version out this month (February), so keep checking back, or the usual places on AtariAge and Jagware (which I will update as and when it’s released).
It’s quite an exciting time in the U-235 bunker at the moment, work has been progressing nicely these last few weeks adding some extra features to the SoundEngine. U-235 are very proud to have had our SoundEngine selected for use by Reboot in their RAPTOR Engine and the subsequent games based on this technology. So it’s obviously a great honour to have our work also be ported into the upcoming release Rebooteroids!
Working closely with the guys in Reboot to meet the needs of Rebooteroids highlighted a new feature for the SoundEngine, Pad & spinner code! Now the SoundEngine takes care of polling pad 1 & 2, presenting the state of the pads as two individual bitmaps. Spinner code has also been added to allow the reading of rotary controllers.
At this time the code is only present in the custom build of the SoundEngine, but these features will of course be ported into full general releases of the SoundEngine. Pad read code is planned to be included in the next release, with spinner reading code coming in a release after that most likely. The next release of the SoundEngine will hopefully be in February this year assuming no big hitches with the development or available time.
Big thanks to Cyrano Jones of Reboot for the suggestion and various code fragments and feedback.
Amazing how quickly time flies when you are having fun (moving house etc).. e-Jagfest 2013 is nearly upon us! Celebrating 20 years of the Jag! Has to be the best Atari Jaguar event in the whole world! A full 64 bits of awesomeness, interactive, multimedia…. ahem…
We (U-235) are going to be there, along with fellow Jaguar fans to wish the Jaguar happy 20th birthday. Why not come along, join in the fun, talk to devs, fans, collectors.. eat tasty German sausage, drink their beer & coffee and generally have a bloody good time!