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Groups > comp.sys.apple2.programmer > #1679 > unrolled thread

NinjaTracker Apple IIgs MOD player

Started byDagen Brock <DagenBrock@gmail.com>
First post2015-06-03 09:45 -0700
Last post2015-09-25 21:34 -0700
Articles 10 — 6 participants

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Contents

  NinjaTracker Apple IIgs MOD player Dagen Brock <DagenBrock@gmail.com> - 2015-06-03 09:45 -0700
    NinjaTracker Apple IIgs MOD player Antoine Vignau <antoine.vignau@laposte.net> - 2015-06-03 13:45 -0700
      Re: NinjaTracker Apple IIgs MOD player Dagen Brock <DagenBrock@gmail.com> - 2015-06-03 15:45 -0700
        Re: NinjaTracker Apple IIgs MOD player D Finnigan <dog_cow@macgui.com> - 2015-06-04 16:59 +0000
          Re: NinjaTracker Apple IIgs MOD player "Bill Buckels" <bbuckels@mts.net> - 2015-06-05 03:05 -0500
          Re: NinjaTracker Apple IIgs MOD player olivier.zardini@itn-group.eu - 2015-06-05 01:13 -0700
            Re: NinjaTracker Apple IIgs MOD player "Bill Buckels" <bbuckels@mts.net> - 2015-06-05 03:51 -0500
              Re: NinjaTracker Apple IIgs MOD player olivier.zardini@itn-group.eu - 2015-06-05 02:50 -0700
              Re: NinjaTracker Apple IIgs MOD player jbrooks@blueshiftinc.com - 2015-09-25 21:42 -0700
    Re: NinjaTracker Apple IIgs MOD player jbrooks@blueshiftinc.com - 2015-09-25 21:34 -0700

#1679 — NinjaTracker Apple IIgs MOD player

FromDagen Brock <DagenBrock@gmail.com>
Date2015-06-03 09:45 -0700
SubjectNinjaTracker Apple IIgs MOD player
Message-ID<1d684896-30fa-48d6-9859-0fb4a508d528@googlegroups.com>
Hey guys, 

If you haven't already heard about NinjaTracker, it's a new player/converter from NinjaForce. Check it out here: http://www.ninjaforce.com/html/products_ninjatracker.html


Anyway, I've made the source available in Merlin Assembly format if you would like to use their engine in your productions.

http://apple2.gs/forum/index.php?t=msg&th=30&start=0&


It works really well and the sound is great. 

-D

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#1680

FromAntoine Vignau <antoine.vignau@laposte.net>
Date2015-06-03 13:45 -0700
Message-ID<728067b8-7a95-4d00-87bf-245cd8d6c4cc@googlegroups.com>
In reply to#1679
Thank you, Dagen
av

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#1681

FromDagen Brock <DagenBrock@gmail.com>
Date2015-06-03 15:45 -0700
Message-ID<0ecf42c4-1764-44c6-a3a6-a02d5b4ef7d6@googlegroups.com>
In reply to#1680
Thank you guys for Merlin32 and Cadius.  I am much more productive with these new tools.

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#1682

FromD Finnigan <dog_cow@macgui.com>
Date2015-06-04 16:59 +0000
Message-ID<dog_cow-1433437228@macgui.com>
In reply to#1681
Dagen Brock wrote:
> Thank you guys for Merlin32 and Cadius.  I am much more productive with
> these new tools.
>

And B-D.fr are working on a new C compiler too, n'est pas? ;-)

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#1683

From"Bill Buckels" <bbuckels@mts.net>
Date2015-06-05 03:05 -0500
Message-ID<mkrl81$tos$1@speranza.aioe.org>
In reply to#1682
"D Finnigan" <dog_cow@macgui.com> wrote:
>And B-D.fr are working on a new C compiler too, n'est pas? ;-)
I would have fun with that.

Bill

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#1684

Fromolivier.zardini@itn-group.eu
Date2015-06-05 01:13 -0700
Message-ID<c20514b0-dd99-4cc0-93ad-87afc634110e@googlegroups.com>
In reply to#1682
Le jeudi 4 juin 2015 19:00:29 UTC+2, D Finnigan a écrit :
> And B-D.fr are working on a new C compiler too, n'est pas? ;-)

   No. Currently working on a Graphic Converter   :-)

     Olivier

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#1685

From"Bill Buckels" <bbuckels@mts.net>
Date2015-06-05 03:51 -0500
Message-ID<mkrnus$4fu$1@speranza.aioe.org>
In reply to#1684
<olivier.zardini@itn-group.eu> wrote:
>No. Currently working on a Graphic Converter   :-)

Me too. Great progress in the last week in color gamuts and what their 
restriction implies. Much better understanding of color space after this 
experience.

What are you using for co-efficients? Assuming you are talking about 
actually working with color rather than simply counting colors in an old 
lossy gif file. Are you removing gamma before calculating error and adding 
it back in before diiffusion?

My progress over the last couple of weeks takes image tone segments much 
further since now considering how the gamuts evolved from NTSC to prsent day 
gamuts for theatre and film that go beyond 8 bits per channel. The only 
complete solution for 24-bit conversion is to provide several initial gamuts 
for a converter of any real consequence.

I should have something pretty close to decent multi-palette motion video by 
the end of the year. Perhaps I'll have a beta editor finally in place on 
Windows by then too.

I expect that when I revisit the Apple IIe graphics modes after I have SHR 
working to my satisfaction that the results will be stellar.


Bill

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#1686

Fromolivier.zardini@itn-group.eu
Date2015-06-05 02:50 -0700
Message-ID<f9ff5a91-3473-4627-8b7f-037c7153f7a5@googlegroups.com>
In reply to#1685
Le vendredi 5 juin 2015 10:51:42 UTC+2, Bill Buckels a écrit :

> Assuming you are talking about actually working with color 
> rather than simply counting colors 
> in an old lossy gif file. 

  I'm working with GIF files and I am counting colors (among other statistics)  :-)

  Source pictures are not photo but computer graphics (mostly video games pictures from 1980/1990 Arcade period) having more than 16 colors. Purpose here is to drop down the number of colors to 16 (or less) to have them into video games running on the Apple IIgs. It is more a color reduction software than a true Graphic Converter.

  A good example could be Amiga pictures (320*200, 32 colors, 4096 colors in the palette) to be converted to the IIgs.

    Olivier

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#1809

Fromjbrooks@blueshiftinc.com
Date2015-09-25 21:42 -0700
Message-ID<4caa85fe-846f-4470-be44-d25aa7c45cb7@googlegroups.com>
In reply to#1685
On Friday, June 5, 2015 at 1:51:42 AM UTC-7, Bill Buckels wrote:
> <olivier.zardini> wrote:
> >No. Currently working on a Graphic Converter   :-)
> 
> Me too. Great progress in the last week in color gamuts and what their 
> restriction implies. Much better understanding of color space after this 
> experience.
> 
> What are you using for co-efficients? Assuming you are talking about 
> actually working with color rather than simply counting colors in an old 
> lossy gif file. Are you removing gamma before calculating error and adding 
> it back in before diiffusion?
> 
> My progress over the last couple of weeks takes image tone segments much 
> further since now considering how the gamuts evolved from NTSC to prsent day 
> gamuts for theatre and film that go beyond 8 bits per channel. The only 
> complete solution for 24-bit conversion is to provide several initial gamuts 
> for a converter of any real consequence.
> 
> I should have something pretty close to decent multi-palette motion video by 
> the end of the year. Perhaps I'll have a beta editor finally in place on 
> Windows by then too.
> 
> I expect that when I revisit the Apple IIe graphics modes after I have SHR 
> working to my satisfaction that the results will be stellar.
> 
> 
> Bill

FWIW, I've found the CIELAB space to be very helpful for color and image processing since it is very close to uniform in perceptual space (ie, 3D distance math tells how far color A is from color B and generally matches what the eye sees as similar or dissimilar colors).

Combining LAB with structural similarity testing (SSIM) does a good job of measuring the amount of color loss and pixel detail loss during a transformation.

Hope that helps,
-JB

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#1808

Fromjbrooks@blueshiftinc.com
Date2015-09-25 21:34 -0700
Message-ID<72e8dd51-fade-475f-b738-228ee2582ee6@googlegroups.com>
In reply to#1679
On Wednesday, June 3, 2015 at 9:45:13 AM UTC-7, Dagen Brock wrote:
> Hey guys, 
> 
> If you haven't already heard about NinjaTracker, it's a new player/converter from NinjaForce. Check it out here: http://www.ninjaforce.com/html/products_ninjatracker.html
> 
> 
> Anyway, I've made the source available in Merlin Assembly format if you would like to use their engine in your productions.
> 
> http://apple2.gs/forum/index.php?t=msg&th=30&start=0&
> 
> 
> It works really well and the sound is great. 
> 
> -D

I took a look at the source code and noticed a few things which may not be obvious to users of the lib:

1) While a song file can contain 14 tracks, only 8 can be playing at one time and lower-numbered tracks take precedence over higher-numbered tracks. I believe this is because the oscillators are being 'paired' into generators, and then each generator is assigned a speaker (L/R), so 32 osc/4 = 8 simultaneous voices.

2) The oscillators are paired in 'swap mode' which means there will probably be clicks or pops in the sound playback due to the way the Ensoniq works.

In my IIGS games, I avoided swap mode due to the popping artifacts, but there severity is very much dependent on your waveform sample data and whether the samples loop.

Hope that helps,
-JB

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