GBtracker 0.0.6 Alpha

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GBtracker 0.0.6 Alpha

Postby FreddyWild » Sun Jun 12, 2016 3:27 pm

Image



>>Download<<

NEWS!
I'm now working on version 1.0, It is a complete rewrite of the Alpha. Releases for Windows and Ubuntu will be availible soon.

Screenshot of beta:
Image

CHANGELOG:
0.0.6 Alpha
Fixed error in commands using the "Y" column.

0.0.5 Alpha
More marked lines in pattern editor.
Instrument editor added.
Dublicate patterns added.
"Safer" user interface.
Fixed calculation mistake in pattern frames

0.0.2 Alpha
Warning! Files saved in 0.0.1 might not load in 0.0.2
Many changes to interface, a bit of code cleanup.
Changed "off" note to Gamebuino note 63.
New method for adjusting frames in pattern.
Fixed problems when adding patterns to loaded file.

Hello :)
This is a Gambuino music tracker I am working on.

Features:
    Create Instruments, patterns and tracks
    Four pattern editors
    Export Arduino code

Planned features:
    Support copy/paste in pattern editor
    Note, pattern and tracks playback on Gamebuino from GBtracker.
    Save and load instruments

This is an alpha release, be save out there and expect bugs!

I do not own a Gamebuino myself, but build my own "Musicbuino" for testing. Let me hear what you think about GBtracker :)
Last edited by FreddyWild on Sun Mar 12, 2017 8:43 pm, edited 13 times in total.
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Re: GBtracker Alpha 0.0.1

Postby Sorunome » Sun Jun 12, 2016 8:02 pm

This sounds awesome!
Is there a way to import an existing track? Are you able to play it back to test how it sounds? Which language is it written in? Does it run on linux?

Sorry if I asked too many questions :p
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Re: GBtracker Alpha 0.0.1

Postby FreddyWild » Sun Jun 12, 2016 11:03 pm

Thanks for the interest Sorunome, no problem with the questions :)

You can't import existing songs, but you can save and load songs in GBtrackers xml format.
You can export songs as Arduino code, just compile, upload and listen :) I do plan for live playback on Gamebuino ;)
Maybe there is an emulator with sound support?
It's written in Visual C# using WinForms, I do not know if Wine will run it, maybe?
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Re: GBtracker Alpha 0.0.1

Postby erico » Mon Jun 13, 2016 4:21 am

Wildly done Freddy! I will be checking out the tool.
Thanks for sharing . ;)

edit: Myndale did an awesome gamebuino emulator with sound support, check that out on the emulation section. There is stuff going on to push it online too, great stuff!
Here the simbuino web thread:
viewtopic.php?f=12&t=3408&hilit=simbuino

Here the simbuino exe thread:
viewtopic.php?f=12&t=1028&hilit=simbuino
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Re: GBtracker Alpha 0.0.1

Postby albertinjo » Mon Jun 13, 2016 11:06 pm

Oooh great!
Great work, congratulations!

It looks and sounds great! And I love that game. It was about time for someone to build a tracker. I hope you'll publish the tracker.
I can't wait to test it!
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Re: GBtracker Alpha 0.0.1

Postby FreddyWild » Tue Jun 14, 2016 10:59 am

Hello Albertinjo, thanks! The Alpha is published, Press the big text that says "Download" or this link https://sourceforge.net/projects/gbtracker/files/ ;) Fixes and updates will be released soon. I will be glad to hear if anyone experiences any bugs..
Last edited by FreddyWild on Tue Jun 14, 2016 11:11 am, edited 1 time in total.
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Re: GBtracker Alpha 0.0.1

Postby FreddyWild » Tue Jun 14, 2016 11:10 am

I had to add a line in the Gamebuino library to support "off" notes(a note that stops the playing note and waits for the next one a specific number of frames), It's a pretty crucial function for a tracker. You can emulate this note by commands, set the volume to 0 then play a silent note, then turn the volume up again and play the next, but that is complicated and takes up extra memory. Does anyone know if such a note or function already exist?
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Re: GBtracker Alpha 0.0.1

Postby Sorunome » Tue Jun 14, 2016 1:25 pm

A note with pitch value 63 is a silent node ( 0xlengthFC ) where length is 0-FF
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Re: GBtracker Alpha 0.0.1

Postby FreddyWild » Tue Jun 14, 2016 2:56 pm

Thanks Sorunome, will make small update next weekend :)

Another question, I used rodot's tracker as a example to work from, how come he's array of notes end in this way?

Code: Select all
{"A#2", "B2",
"C3", " C#3", "D3", "D#3", "E3", "F3", "F#3", "G3", "G#3", "A3", "A#3", "B3",
"C4" , "C#4", "D4", "D#4", "E4", "F4", "F#4", "G4", "G#4", "A4", "A#4", "B4",
"C5" , "C#5", "D5", "D#5", "E5", "F5", "F#5", "G5", "G#5", "A5", "A#5", "B5",
"C6" , "C#6", "D6", "D#6", "E6", "F6", "F#6", "G6", "G#6", "A6", "A#6", "B6",
"C7 ", "C#7", "D#7", "E7", "F#7", "G#7", "A#7", "C8", "D#8", "---"};


As ýou can see the last row is missing: D7, F7, G7, A7, B7...

*Edit

Maybe I should just read a little more..
From the wiki:
Pitch (from 0 to 58) is the ID of a predefined frequency from A#2 to D#8. If the pitch ID is equal to 63, the note is muted.


I guess the notes from rodot's tracker are the predefined ones :)
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Re: GBtracker Alpha 0.0.1

Postby rodot » Fri Jun 17, 2016 9:57 am

Awesome work ! Do you plan to support the other layers of the library (instruments, tracks) in addition to the patterns and notes ?
Anyway it's really going to help making great game sounds ! :)
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