Posté le 25/12/2017 à 01:16Edité par blastar le 25/12/2017 à 01:28 Membre depuis le 07/07/2015, 122 messages
I bring you the next part of my NeoGeo related NGFX-toolchain.
Posté le 25/12/2017 à 01:27 Membre depuis le 07/07/2015, 122 messages
When I started the development of 'BlutEngel2' I used NeoSoundBilder from NeoBitz but I came across some problems - it was not compatible with my NeoGeoCD-AIO-files. After research and help from some people, I was able to develop my own Z80 driver which covered ADPCM-A, ADPCM-B & CDDA-playback.

The GUI (inspired by NeoBitz) has caused me more headache than the z80 part... but now it seems ready for release!

screenshot_0_o.png

Check out my Blog for more informations & download!
Posté le 25/12/2017 à 01:51 Membre depuis le 23/10/2015, 50 messages
This is truly amazing Blastar!!!!! Thank you so much for all your hard work. These tools are invaluable!!!! I've said it once and I will say it again...You are making dreams come true!!! A very Merry Christmas and a Happy New Year filled with all the good stuff! I can't wait to try this baby out!
Posté le 25/12/2017 à 17:50 Membre depuis le 21/03/2014, 190 messages
Boooom! Thank you for that awesome christmas gift !!! #banana#
Will send feedback in a few days #bobotfl#
Posté le 28/12/2017 à 10:00 Membre depuis le 11/03/2013, 89 messages
Thank you Blastar, has NeoHomeBrew said this is a really awesome and important gift.

Thanks
Ciao
BEY
Posté le 29/12/2017 à 18:40 Membre depuis le 21/03/2014, 190 messages
Hi Blastar,

I am still experimenting with the NGFX SoundBuilder and the new features (fade-in/out, APCM-B music - yeeaah! #content# )
but as promised here is a first feedback/bug report of your tool.

Importing of my Hypernoid *.nsl file (originally generated by NeoBitz's NeoSoundBuilder) has worked fine!
The NGFX Soundbuilder has automatically re-organized the bank location of the samples and has removed
a lot of empty space, which is great. By the way, in the NeoBitz Soundbuilder samples were not allowed to
cross bank boundaries (otherwise the sample won't play properly) and therefore you have to move each sample
manually into a bank which has sufficient empty space. This seems to be managed automatically in your tool?

The "Real-Hardware-Test" was successful - all sound samples and music tracks have played perfectly. I have noticed
that the general volume has been increased compared to the NeoBitz tool which is fantastic.

The "Damper" feature is removed in your tool - is it not needed anymore?

Bugs & Issues:

- Exporting the ROMs to a non-existing folder or path causes an application crash
- The program does not save M1 and V-Rom size of the project (they are always set to the standard values 64K / 1 MB).

Also, I have found three issues in the automatically generated sound.h file:

- There is a missing bracket in the ADPCM_SET_MAX_VOL definition:
#define ADPCM_SET_MAX_VOL (0x14)

- The "s" in static (sample name array) needs to be un-capitalized (otherwise it will cause a compiling error):
static const char SoundList[][] =

- Defining a function in a .h file will cause a compiling error if the .h file is included in more than one .c file
(multiple definition of 'send_sound_comand'). I had this problem also with the NeoBitz sound.h and ended up with
commenting the function manually out and defining it again in a .c file (Maybe there is a better solution?).

That's it so far, I really like the the layout of the UI and thank you again for work & for sharing your awesome tool with us!
Posté le 29/12/2017 à 20:22 Membre depuis le 07/07/2015, 122 messages
thanks for report, I am glad there are only some small bugs but no real showstopper! smile

... This seems to be managed automatically in your tool?
yes hehe

The "Damper" feature is removed in your tool - is it not needed anymore?
damper is always active (neobitz = 32?)

Exporting the ROMs to a non-existing folder or path causes an application crash
why are you doing this??

The "Real-Hardware-Test" was successful
I also did many tests on MVS (NeoSD) & NeoGeoCD (PC2Neo). for example, PrePCM is not covered on WIKI.

I have noticed that the general volume has been increased compared to the NeoBitz tool which is fantastic.
???

The program does not save M1 and V-Rom size of the project (they are always set to the standard values 64K / 1 MB).
I almost only use the NGCD export , which is 64k/1MB, so i did not recognise this. cry I will fix it.

Also, I have found three issues in the automatically generated sound.h file..
I will fix this 2 typos but I can not help you with your compiling error because I never used C. I'm open to any suggestion.

many thanks for your input, the next version will have another (automatic) feature.
-> autodetect & remove duplicate sampledata. Have you ever thought about a stereo effect when a ball hits the paddle in Hyperniod? 1 sample but 3 soundcodes... left/center/right. wink (in blutengel2 you hear whether enemies shoot from left or right)
Posté le 30/12/2017 à 13:47 Membre depuis le 21/03/2014, 190 messages
It is great that your NGFX Soundbuilder tool is compatible with the Neobitz Soundbuilder, this has made the change over very easy.

blastar (./7):

... This seems to be managed automatically in your tool?
yes hehe

That is a very useful feature - it has saved me about 1.5 MB of V-ROM space!

blastar (./7):
The "Damper" feature is removed in your tool - is it not needed anymore?
damper is always active (neobitz = 32?)

The standard setting for the damper in the NeoBitz tool is set to "16".
blastar (./7):
Exporting the ROMs to a non-existing folder or path causes an application crash
why are you doing this?? [/quote]

... it was pure laziness #sbof#

blastar (./7):
I have noticed that the general volume has been increased compared to the NeoBitz tool which is fantastic.
???
Yes, really - I have the feeling that the general volume of the NeoBitz driver is about 85% compared to your driver or the original SNK games (maybe just a feeling or a result of the Damper?).
blastar (./7):
Also, I have found three issues in the automatically generated sound.h file..
I will fix this 2 typos but I can not help you with your compiling error because I never used C. I'm open to any suggestion.
I would suggest to comment this function out (by standard) but leave it inside the sound.h, so that the users can decide by their own to use it or not.
blastar (./7):
many thanks for your input, the next version will have another (automatic) feature.
-> autodetect & remove duplicate sampledata. Have you ever thought about a stereo effect when a ball hits the paddle in Hyperniod? 1 sample but 3 soundcodes... left/center/right. wink (in blutengel2 you hear whether enemies shoot from left or right)
This sounds like an another cool feature to save ROM space. APCM-B is a real "rom space eater" - 16 MB are not enough for all the music tracks I currently have, if I would want to use APCM-B exclusively for the BG music...
Thanks for the idea regarding the stereo ball hit sound effect - will include this for sure.