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Forum Index : Microcontroller and PC projects : CMM2: V5.05.05 beta
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
Done http://geoffg.net/Downloads/Maximite/CMM2_Beta.zip |
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berighteous Senior Member Joined: 18/07/2020 Location: United StatesPosts: 110 |
yeah, but I want my default to be mode 3,8... (ducks and runs) I'm an apple ][ programmer and I'm finishing a 6502 assembly game for it and I live in 40 columns. Edited 2020-08-25 17:48 by berighteous |
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TweakerRay Senior Member Joined: 01/08/2020 Location: GermanyPosts: 138 |
Thank you matherp - Now my DE Keyboard works as supposed... I uploaded the new beta and now I can type the ' and also # Sad that I first had to buy a new keyboard to approve that it isn't my fault but the fault in the firmware... but hey... I am happy that you fixed it so Thanks a lot for your work ! Cheers TweakerRay http://tweakerray.bandcamp.com |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
You didn't prove anything. The issue was in the mapping table provided by another German user who presumably had a keyboard with a subtly different layout as he didn't have the issue. Luckily for you Darthvader put in the slog work to identify the issue which is that different German keyboard use different keys for those characters. The mapping table now has those characters on two different keys something which isn't required for any other language variant |
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goc30 Guru Joined: 12/04/2017 Location: FrancePosts: 425 |
hi jim I am in v5.05.05b19 Function "option default mode x" don't work correctly on "option default mode 1" it give same as mode 1,8 (i am ok) but "option default mode 1,16" give also mode 1 in 8bits, not in 16 bits and now I have some problems with mode 9, but maybe it is my screen. Edited 2020-08-26 16:07 by goc30 |
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TassyJim Guru Joined: 07/08/2011 Location: AustraliaPosts: 5867 |
"option default mode x" will always give you the 8 bit colour depth. Jim VK7JH MMedit  MMBasic Help |
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TweakerRay Senior Member Joined: 01/08/2020 Location: GermanyPosts: 138 |
I think you skipped the main part of my message: THANK YOU FOR YOUR HARD WORK !!! (And my appologize, if that message above seemed like an attack because you wrote in a defensive way back) I am happy that the keyboard now works. So again a BIG THANKS for your work !!! Have a cool rocking day ! Cheers TweakerRay http://tweakerray.bandcamp.com |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
CMM2 V5.05.05b21 posted http://geoffg.net/Downloads/Maximite/CMM2_Beta.zip This hopefully kills a bug related to PWM on channel 2. The big change is a new audio capability written by Andrew West which I have incorporated. Now if you're playing a MOD music file, you can trigger up to four additional samples at once for sound effects, like this: PLAY MODSAMPLE sampleno, channelno [,volume] [,samplerate] This eliminates the need to repeatedly load sounds from the SD card as they are incorporated into the mod file, and uses its own separate channels so you don't use up channels in your MOD file. This is meant to be an alternative to PLAY EFFECT but is compatible with it, so you can play multiple simultaneous sound effects over a MOD file instead of just one. Also, they don't have to load constantly from the SD card. However, the sound effects have to be samples in the MOD file itself. So for example, let's say you have a MOD file that you want to play in the background. It has the following samples: 01: Piano 02: Bass 03: DrumLoop You also want to have some sound effects. So you add these samples to the MOD: 05: Laser 06: Explosion 07: GameOverVoice In your game, you play the song with PLAY MODFILE "song.mod". Then while the music is playing, somebody shoots a laser. PLAY MODSAMPLE 5, 1 That plays sample 5 on channel 1. Then there is an explosion. PLAY MODSAMPLE 6, 2 We used channel 2 this time so it doesn't interrupt effects playing on channel 1. There are four dedicated channels for sound effects that are separate from the regular MOD channels so they don't interfere with the music. If you want you can specify a volume for the effect in the range 0-64. 64 (full volume) is the default. It is possible to use PLAY MODFILE, PLAY EFFECT, and PLAY MODSAMPLE all at the same time if you want. Questions and answers Yes, it is necessary to use a mod file editor (there are many free ones) to add the samples. Yes. If you play a sample on a channel that is already playing, the new sample will interrupt the old one and play immediately. If you play a sample on a channel that is not playing while another channel is playing, then both samples will play at once. You can see this in the demo program. Try pressing a key rapidly, holding it down, or pressing two keys at once. Yes: Use MM.INFO(SAMPLE PLAYING n). See the demo for an example If the sample number is greater than 31 (the maximum), then it will generate an "Invalid channel number" error. If there is no sample in the slot, it won't do anything (sample length and position will be zero, so it will skip over that sample when rendering). All 31 samples always "exist" in a MOD file, but if you don't load one with sample data, it will just be zero-length. It will just play the sample. The code doesn't know what is an instrument sample and what is a sound effect. They're all just samples. In fact, you don't "have to" add sound effects to the MOD file if playing the original samples is useful to you. One minor drawback is that if you want to use the same sound effects with multiple MOD files, you have to copy them and there will be some duplication. Sample Code PLAY MODFILE "song.mod" PRINT "Module Sound Effects Player" PRINT "Press one of the following:" PRINT "1: Jump effect" PRINT "2: Coin effect" PRINT "3: Grow effect" PRINT "4: Shrink effect" PRINT "5: Set double sample rate" PRINT "6: Set normal sample rate" PRINT "7: Set half sample rate" PRINT "Esc: Quit" sampleRate = 16000 DO i$ = inkey$ IF i$ = "1" THEN PLAY MODSAMPLE 26, 1, 32, sampleRate IF i$ = "2" THEN PLAY MODSAMPLE 27, 2, 32, sampleRate IF i$ = "3" THEN PLAY MODSAMPLE 28, 3, 32, sampleRate do while mm.info(sample playing 3):loop 'wait for sample to finish endif IF i$ = "4" THEN PLAY MODSAMPLE 29, 4, 32, sampleRate play effect "gunshot" 'play an effect as well endif IF i$ = "5" THEN sampleRate = 32000 IF i$ = "6" THEN sampleRate = 16000 IF i$ = "7" THEN sampleRate = 8000 IF ASC(i$) = 27 THEN EXIT DO LOOP Resource files gunshot.zip Edited 2020-08-27 20:20 by matherp |
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twofingers Guru Joined: 02/06/2014 Location: GermanyPosts: 1124 |
Hi Peter, I propose two little changes for the next beta (if not yet taken into account): 1. If I exit a program with Ctrl-C, a "C" appears at the command prompt. I don't think that's intentional. IMHO the keyboard buffer should be cleared first. 2. When I cut and paste something in the "Editor", a return (CR character) is undesirably appended to the pasted text. Ie a new blank line is inserted. Thank you for your great job! Best regards Michael Edited 2020-08-27 22:21 by twofingers |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
2. When I cut and paste something in the "Editor", a return (CR character) is undesirably appended to the pasted text. Ie a new blank line is inserted. 1. No is doesn't, more info needed to demonstrate how you get this 2. This is because you select the end of line and occurs when the next line is blank. Try the following: locate at beginning of line, press F4 Press END to go to the end, press F5 position the cursor where you want the new line and press F5. No extra line |
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twofingers Guru Joined: 02/06/2014 Location: GermanyPosts: 1124 |
Hi Peter, seems difficult to replicate. I will further investigate. At least yesterday I encountered the issue many times. Thanks! Michael |
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SWA-Guy Newbie Joined: 01/02/2019 Location: GermanyPosts: 24 |
Hello Peter, I'm currently programming on an MP3 Player and use the command "PLAY MP3 File$". If I change now to the nexte MP3 song with "Play next" or "Play previous" I hear at every change an annoying "Plopp" or click. Is there a possibility to eleminate this "Plopp"? If you use the Filemanager to start a MP3 song you can also hear this "Plopp" Thanks in advance. Edited 2020-08-28 00:46 by SWA-Guy |
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Chopperp Guru Joined: 03/01/2018 Location: AustraliaPosts: 1028 |
Hi Peter I'm still having PWM 2 problems. Maybe some cable problems as well not helping. Pins from about 29 onwards were not responding to 1 when set to DOUT. Will do more tests later on. Thanks Brian ChopperP |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
b22 when posted should fix this |
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MauroXavier Guru Joined: 06/03/2016 Location: BrazilPosts: 303 |
The sample rate on the PLAY MOD SAMPLE command does not change the sound for me. I guessed that the sample rate could change the speed and pitch of the sound, or am I wrong? |
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AndyWest Newbie Joined: 28/08/2020 Location: United StatesPosts: 1 |
You're correct. I've just downloaded the firmware from the link and it's not working as intended. It does work when I build the firmware myself, so I'll contact Peter and we'll figure it out. Thanks for letting us know! |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
CMM2 V5.05.05b22 posted http://geoffg.net/Downloads/Maximite/CMM2_Beta.zip Fixes bug in accepting the sample rate in the new PLAY MOD SAMPLE command Removes the "pop" on the audio when powering up or resetting the CMM2 Removes the "pop" when starting and stopping playing mp3 files |
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SWA-Guy Newbie Joined: 01/02/2019 Location: GermanyPosts: 24 |
I'm currently programming on an MP3 Player and use the command "PLAY MP3 File$". If I change now to the nexte MP3 song with "Play next" or "Play previous" I hear at every change an annoying "Plopp" or click. Is there a possibility to eleminate this "Plopp"? Hello Peter, thanks for the fast fix. Playing MP3-files is now perfect. Greeting from Germany. |
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capsikin Guru Joined: 30/06/2020 Location: AustraliaPosts: 341 |
2. When I cut and paste something in the "Editor", a return (CR character) is undesirably appended to the pasted text. Ie a new blank line is inserted. 1. No is doesn't, more info needed to demonstrate how you get this 2. This is because you select the end of line and occurs when the next line is blank. Try the following: locate at beginning of line, press F4 Press END to go to the end, press F5 position the cursor where you want the new line and press F5. No extra line seems difficult to replicate. I will further investigate. At least yesterday I encountered the issue many times. Thanks! Michael I get this sometimes, I think I found how to replicate it (ETA: the Ctrl-C issue) If I press Ctrl, then press C, then release C, then release Ctrl, it doesn't happen. If I press Ctrl, then press C, then release Ctrl, then release C, it does happen. I usually release both quickly without paying attention to the order so it only sometimes happens. Edited 2020-08-29 13:45 by capsikin |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 8516 |
It happens if you are still holding C after releasing Ctrl and the auto-repeat timer runs out. Will happen more if you have shortened the initial repeat setting. Not something I intend to try and "special case" round. |
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