Author Topic: MML: What are people's actual complaints with the damn thing  (Read 7445 times)

Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #30 on: November 22, 2016, 08:14:46 AM »
The System Card player hasn't been stagnant for decades, lol.  Nobody was really using it until Insanity.  We just hit the 7th year anniversary of that dumpster fire of a game. 

\o/

It does suck that you don't get *exactly* the same sounds, but I think you get close enough that it doesn't hinder you *writing* a song.  Melody, progression, and beat aren't dependent on the instruments and effects really.    That's why you can hum Soldier Blade's music and smack your hands on a table, and people know what you're doing still.  :)

Maybe that's where the real difference is.  I'm trying to make music that's functional in the games I am making.    So, I make the slight sacrifice while composing, and then go fiddle with it as much as I want once it's playing on real hardware.   I can change the waves and envelopes by changing @# and @E# values to different #s.   I can add some effects, or mess with detunes/slides.

The sound design part can (and should probably) come after you have a functional song.    You don't do audio mastering before the band shows up and starts strumming.

and *again*, I'm not blaming trackers.  Go ahead and use them.

I am just saying, here's this thingy you can use to produce sounds, so let's work together to get everyone on the same page so more people can go "oh" and realize it's really not as bad as everyone thinks.


To your point about thousands of dollars for MIDI hardware and software...

3MLE is free.
MIDI controllers are roughly 30$.
There are free MIDI programs...

https://routenote.com/blog/the-10-best-free-daws-available/

The only thing you ought to buy is a MIDI keyboard.  But, I would suggest that even if you're using a tracker, because punching notes in with a WASDboard blows. 

There are lots of great tools out there to deal with MML.


EDIT: Is there something wrong with Squirrels demo/test setup?    It was made assuming you at least have HuC installed, but other than that, is just "press this button to go".

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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elmer

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Re: MML: What are people's actual complaints with the damn thing
« Reply #31 on: November 22, 2016, 02:19:10 PM »
The System Card player hasn't been stagnant for decades, lol.

"Stagnant" as in "not improving".

The System Card player was frozen in time with the System Card 1.0 in 1988.

Think of how many PCE HuCard games were released after that, a lot (most?) using their company's own custom sound drivers.

Chris Covell's great new video shows some of the fun techniques that developers used to make their tunes sound more interesting.

I'm curious ... do you believe that the System Card 1.0 Player can recreate ALL of those effects???

But again, apart from academic curiosity, it doesn't really matter ... the System Card Player is one of the only two alternatives that's available and working right now, and I agree that a lot of folks can learn to use it, and maybe even learn to love it.

Your Squirrel converter is the tool without-which they wouldn't be able to do that.


Quote
Maybe that's where the real difference is.  I'm trying to make music that's functional in the games I am making.    So, I make the slight sacrifice while composing, and then go fiddle with it as much as I want once it's playing on real hardware.   I can change the waves and envelopes by changing @# and @E# values to different #s.   I can add some effects, or mess with detunes/slides.

And that's great! That's how it all used to be done.  :wink:


Quote
To your point about thousands of dollars for MIDI hardware and software...

3MLE is free.
MIDI controllers are roughly 30$.
There are free MIDI programs...

My point was more about how much gear you have to play with that makes things more familiar, and easier for you.  :lol:

**************

Gredler - if you haven't seen this, it might help with your investigations into MML.

The page also has a download with approx 12,000 tunes. There should be something in there that you can tweak and use.

http://forums.archeagegame.com/showthread.php?16741-The-Complete-Composing-Guide

Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #32 on: November 22, 2016, 04:33:41 PM »
The System Card player hasn't been stagnant for decades, lol.

"Stagnant" as in "not improving".

Yeahhhhh, I know what you meant, lol.

Quote
I'm curious ... do you believe that the System Card 1.0 Player can recreate ALL of those effects???

But again, apart from academic curiosity, it doesn't really matter ... the System Card Player is one of the only two alternatives that's available and working right now, and I agree that a lot of folks can learn to use it, and maybe even learn to love it.

Your Squirrel converter is the tool without-which they wouldn't be able to do that.

I'm not sure.  I haven't had time to sit and watch all of that video.   Do you have any in particular that I should look at?  I've made some pretty f*cking weird/interesting noises with Squirrel, just by goofing around.

I really do think people can learn it and mostly just need to get over the fact that it's not a tracker.   If it's still functional for the MSX, there's clearly some merit to it.

Quote
And that's great! That's how it all used to be done.  :wink:

Eh, its still done that way in a pretty good amount of places. :D



Quote
My point was more about how much gear you have to play with that makes things more familiar, and easier for you.  :lol:

Well, for what it's worth, Insanity's tunes were composed with a MIDI keyboard I got at a garage sale for 10$, FruityLoops (but could be replaced with a free thing), and 3MLE.   So, I didn't really use anything spectacular for this stuff.

The only weird thing I did, was I ran the MIDI out to a C64 with a MIDI board in it, and captured that for the leads on the CD version.   I mostly did this because I had it and was like "hmmm". 

The MIDI was all done in real time, though.  All of those songs were made by me pressing record, and playing.   


Gredler should also check out all the Mabinogi MML archives for stuff.   There's lots of good stuff out there, already in functional MML.

http://mabinogimusic.tumblr.com/code

so many songs

There are a few things in Mabinogi that you need to omit as they're not part of the MML standard, but it's nothing crazy.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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TheOldMan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #33 on: November 22, 2016, 04:41:14 PM »
Quote
Think of how many PCE HuCard games were released after that, a lot (most?) using their company's own custom sound drivers.

I do not think many companies developed their own sound drivers; I suspect it is more likely they modified the 'stock' system card one. 

Quote
...do you believe that the System Card 1.0 Player can recreate ALL of those effects???

No, but I think a new modifed version could. Although I can't swear it would be compatible with all existing games.
I would especially like to incorporate the bonk trumpet sound. I think bonknauts Azazel (?) driver could do that.

And just out of curiosity, has any one put the plan all together, yet?
We can make a new bios card (right, desh?) with 512K ROM (lots of room for extra code), 512K RAM (for bigger games...or maybe streaming video buffers) that should be backwards compatible with bios 3.1.  Just saying.....

Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #34 on: November 22, 2016, 04:57:28 PM »
You can do the bonk trumpet sound with Squirrel.  I made it before.  It just requires the right enveloping.   Reflectron has a similarish sound going on.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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elmer

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Re: MML: What are people's actual complaints with the damn thing
« Reply #35 on: November 22, 2016, 06:09:21 PM »
I do not think many companies developed their own sound drivers; I suspect it is more likely they modified the 'stock' system card one.

Nope, that's just not how the industry worked back then.

And ... how-on-earth would they have gotten the System Card sound player in HuCard games???

Back then good musicians were specialists, and either their company, or they themselves, created custom sound drivers for their own use.

A good sound driver, like a good musician, was a "competitive advantage".

The only reason for putting a damned sound driver into System Card 1.0 was to save folks from needing to spend some of the measly 64KB of program RAM on including their own driver.

A basic music-driver is not a difficult thing for an assembly-language programmer to write, if a musician can describe, in reasonably technical terms, what it is that they want to achieve.

Looking at the CD Development System docs, and the disassembly of bank 2 that was done in 2001 (sorry, it's just easier to read than your version in Squirrel) ... it's not a particularly complicated sound-driver.

It's just another bytestream-per-channel driver, with a set of override-channels for the sound effects ... just like the example that I posted a few messages ago that I wrote for Jon Dunn.

I didn't know WTF I was doing back then (and still mostly don't), but having a good musician describe how things are supposed to work in musical terms made it easy to produce the correct code to interface with the hardware (on a number a different platforms, over a number of years).

It's all pretty-simple stuff in technical terms. The "magic" is all in the mind of the musician that knows how to use those capabilities to create a complex, beautiful, morphing soundscape.


No, but I think a new modifed version could. Although I can't swear it would be compatible with all existing games.

But Arkhan has specifically told people that the code cannot be modified.

Which is is why I rejected it a year-or-so-ago when this all first came up ... back when I thought that it was Aetherbyte's own proprietary code, and not just a disassembly of Hudson's proprietary code.

"Yes", it could be modified ... there are unused bytecodes that could be assigned to implement new features (like a sample-playback channel for decent drums).

But ... you guys have specifically dumped on that idea in your licensing terms ... and even if it were possible, it would still be a "derivative work" under copyright law, and thus "tainted".


Quote
We can make a new bios card (right, desh?) with 512K ROM (lots of room for extra code), 512K RAM (for bigger games...or maybe streaming video buffers) that should be backwards compatible with bios 3.1.  Just saying.....

Again, you're going in a totally different direction to me.

You seem to want to make a brand-new System Card that acts as some kind of copy-protection for the homebrew developers that are willing to pay the licensing/manufacturing costs for it.

I'm more interested in just booting off the existing System Card, and then providing an 8KB or 16KB library of fast CD & Music library source-code that lives in the top 2 banks and completely replaces the old System Card routines.

For me ... that's a damned-good use of RAM, and it's 100% customizable on a game-by-game basis!
« Last Edit: November 22, 2016, 06:22:54 PM by elmer »

nodtveidt

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Re: MML: What are people's actual complaints with the damn thing
« Reply #36 on: November 22, 2016, 11:54:49 PM »
Quote
We can make a new bios card (right, desh?) with 512K ROM (lots of room for extra code), 512K RAM (for bigger games...or maybe streaming video buffers) that should be backwards compatible with bios 3.1.  Just saying.....

Again, you're going in a totally different direction to me.

You seem to want to make a brand-new System Card that acts as some kind of copy-protection for the homebrew developers that are willing to pay the licensing/manufacturing costs for it.

I'm more interested in just booting off the existing System Card, and then providing an 8KB or 16KB library of fast CD & Music library source-code that lives in the top 2 banks and completely replaces the old System Card routines.

For me ... that's a damned-good use of RAM, and it's 100% customizable on a game-by-game basis!

Both of these ideas are good. I dunno about the copy protection bit (I don't much care about it myself, copy away) but double the system RAM would be a blessing for those of us who still use HuC... and faster CD routines are always a bonus no matter if you use C or assembly.

elmer

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Re: MML: What are people's actual complaints with the damn thing
« Reply #37 on: November 23, 2016, 03:49:15 AM »
Both of these ideas are good. I dunno about the copy protection bit (I don't much care about it myself, copy away) but double the system RAM would be a blessing for those of us who still use HuC... and faster CD routines are always a bonus no matter if you use C or assembly.

Absolutely, more RAM is always nice!  :wink:

BTW, don't forget that the new HuC seems to be generating code that is only 60% of the size of the old HuC (from Catastrophy), and Artemio's bank packing improvements make that even better.

And if 512KB of RAM is nice ... then the 4MB of RAM on the Turbo Everdrive v2 is even nicer!

And that's even not even considering the possibility of reading overlays from its SD-CARD instead of the CD.

But ... and it's a huge "but", I do understand that a lot of folks really want to have a nicely boxed brand new game package to display on the shelf and lovingly plug into the console.

I guess that you could do that with a custom SD-CARD in a CD case, but I suspect that some people wouldn't find that to be an "acceptable" alternative.
« Last Edit: November 23, 2016, 04:10:55 AM by elmer »

Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #38 on: November 23, 2016, 04:21:38 AM »
But Arkhan has specifically told people that the code cannot be modified.

Which is is why I rejected it a year-or-so-ago when this all first came up ... back when I thought that it was Aetherbyte's own proprietary code, and not just a disassembly of Hudson's proprietary code.

"Yes", it could be modified ... there are unused bytecodes that could be assigned to implement new features (like a sample-playback channel for decent drums).

But ... you guys have specifically dumped on that idea in your licensing terms ... and even if it were possible, it would still be a "derivative work" under copyright law, and thus "tainted".
There may have been some kind of miscommunication between the three of us (we're good at that), as Squirrel also implies(d) (I thought) distributing the compiler piece, with the code for that. 

I guess, maybe for future reference, we should call the actual player part something else in discussions, lol.   

Squirrel = MML compiler
SquirrelPlayer = the tainted precious.



I personally don't have any grand aversion to redistributing the player, as long as credit is maintained, and any future fiddle-dicking with it are properly noted and mentioned.    Besides, there's really nothing stopping anyone from doing that already, because you are handed the code for it when you download Squirrel. 

but, if you go goobering around with it and break compatibility with the compiler it was made to go with, then I don't know what to tell you about that, lol.   You're on your own for getting stuff into it.

but again, as we've all now clarified:  The HuCard piece that you want to distribute is 80s disassembly copy-pasta from Hudson's stuff, with some fiddling to get it to work right.

It's all a gray area.  How IS copyright handled when the company who owns the copyright to this stuff acknowledges, encourages, and asks for copyright infringement?  Does that mean they kind of legally admitted "f*ck it".   .... , and this stuff is kind of thrown out the window?

Quote
You seem to want to make a brand-new System Card that acts as some kind of copy-protection for the homebrew developers that are willing to pay the licensing/manufacturing costs for it.

I'm more interested in just booting off the existing System Card, and then providing an 8KB or 16KB library of fast CD & Music library source-code that lives in the top 2 banks and completely replaces the old System Card routines.

For me ... that's a damned-good use of RAM, and it's 100% customizable on a game-by-game basis!


One of the driving forces for the HuCard for homebrewery is that it would stop f*ckhead Tobias from being a f*ckhead. 
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #39 on: November 23, 2016, 04:26:57 AM »
I suspect that this was made with MML:




Even if not, its a good time.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Bonknuts

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Re: MML: What are people's actual complaints with the damn thing
« Reply #40 on: November 23, 2016, 04:54:55 AM »
I'm more interested in just booting off the existing System Card, and then providing an 8KB or 16KB library of fast CD & Music library source-code that lives in the top 2 banks and completely replaces the old System Card routines.

For me ... that's a damned-good use of RAM, and it's 100% customizable on a game-by-game basis!


 This is what I already do, with just the regular Sys card 3.0. I really don't like all the system card functions just sitting in MPR7. *IF* I need specific CD access, then I'll map syscard bank $00 back into MPR7 for whatever and then switch right back. I do adhere to the reserved ram requirements of what syscard routines use. So there's no conflicts for me.

 I also totally agree about the sys card PSG player and the original 64k of ram. It really did make sense in that context. And sound engines, or rather "music" engines, are super easy to write from scratch. That has never been the problem for PCE. The issue has always been the supporting tools around it.

 The Azazel music is Air Zonk reverse engineered; it's not a disassembly. It took me awhile only because I had to figure what all the original code was doing (I traced through it in the debugger, but I never disassembled it) - so what I wrote is 100% source. I could have done that in 1 day, if I were just given the instructions of what was needed. So my point is, Azazel was just for fun. And the whole; "Hey! make music using the Air Zonk sound engine". There's honestly nothing impressive about it, but it has enough features to get stuff done. I even wrote a music compiler for it; human readable music notation - not code or data defines. It's mml-ish too. But definitely not as fancy or advanced as Squirrel. But at the end of it the day, if someone wanted to support a new music engine - Azazel is not it. Just as I think the syscard PSG player is not it. A good solid month would get you something soo much better.

 Given my experience with writing about 6 different "music engines" for the PCE, and the ones I've trace code through in PCE games, I've found that nothing out there delivers everything that the PCE is capable sound-wise. But see, I'm not a musician, so I'm always looking at this from a perspective of: how far can we push the PCE sound system and what new and interesting sounds can we get out of it? How can we make the sound more advance. I realize that not everyone shares that perspective. For some people, "it's good enough - let me just make music for it". I also realize that the whole "how far can we push it" mentality is a never ending game. It's a fun game to play, IMO. But that's not the point. The point is, is that quite a bit of techniques are now known about how to do more advance stuff with PCE sound. So why not take that, what we know, and simply make a new open source music engine?

  Just to note: A tracker does not have to specifically output "patterned" music, just because that's how the interface layer works form the musician's perspective. The final output can easily be "command string" format. I would argue that it SHOULD be command-string based. Why? Because that supports everything.
 

Arkhan

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Re: MML: What are people's actual complaints with the damn thing
« Reply #41 on: November 23, 2016, 05:15:38 AM »
The issue has always been the supporting tools around it.

This.   This is literally why I said "f*ck it" so many years ago, and we went with something that would be functional, rather than:

A) Waiting for a mystical tracker to appear from the mists, ready to do what we all want
B) Wait for whatever that MOD thing was that #utopiasoft's topic line said was coming next week, back in 2008.
C) Use that other weird ass music program that was on Zeograd's site that made my face itch.

I got tired of waiting.  I said something like "hey oldman, look at this.  there's a BIOS PSG player just sitting there ready to be used.  What the f*ck are we waiting for?"

Dave had some kind of demo for the PSG player on Zeograd.  I once asked for info on it and a document he wrote awhileeeee ago, unfortunately, he blew me off.  I don't know why.  Playing dumb, legitimately forgot he wrote something, who knows.  Who cares.

So after some of our poking, prodding, buying Develo book, looking at "how does MSX do it" complete with conferring with others who did or have done this commercially, and experimenting lead to the various iterations of Squirrel. 

I wonder if I still have the one laying around that I wrote.  It parsed and played from included MML data, instead of using the compiled one.   There might even be a demo floating around of the Frog theme from Chrono Trigger that used it.   I one day intended to use it for a live-play MIDI interface, but never got around to it because games.

Quote
I even wrote a music compiler for it; human readable music notation - not code or data defines. It's mml-ish too. But definitely not as fancy or advanced as Squirrel. But at the end of it the day, if someone wanted to support a new music engine - Azazel is not it. Just as I think the syscard PSG player is not it. A good solid month would get you something soo much better.

Oh.  I didn't know you finished that compiler.   That was awhile ago.  Where is it?   

Quote
So why not take that, what we know, and simply make a new open source music engine?

Because, I see a few things going down.
1) It will be made by non-musicians*
2) Egos and overconfidence will f*ck up an open source project pretty bad.  (Please, never say "I could've done that in a day" or "a solid month".  It almost always leads to foot-in-mouth, lol)
3) Endless chasing of the dragons will lead to it never being done. 

Quote
  Just to note: A tracker does not have to specifically output "patterned" music, just because that's how the interface layer works form the musician's perspective. The final output can easily be "command string" format. I would argue that it SHOULD be command-string based. Why? Because that supports everything.
 


This is what my friend's software for MSX is going to do, AFAIK.



*= What I mean by this is not meant to be insulting.  I noticed this first when I looked at Dave's documentation he wrote.   He had translated stuff about MML and put a ??? next to the translation of Dal Segno, implying he had no clue what the hell the katakana was trying to say, or what it even meant.   I was like "shit, I forgot there's people who don't know how to read sheet music."

There is a strong difference between musicians, and programmers.   I happen to be both, and had to help bridge the gap with OldMan when we were doing Squirrel to make sure the thing was usable and made sense.  Some stuff that makes programmatic sense makes nearly no sense from a musical usability standpoint. 

LOL, I remember at one point, I said "if we do that, you can't really do hopping bass lines" and OldMan said "so don't do those", and I was like "agjioagagajiogajioajasdfj34f4f", because yknow, hopping octave-shift bass lines are more or less some of the quintessential stuff from the 80s.  We got it all sorted out.  lol.

Now, because many (most? all?) of you that code are not musicians/composers, you will likely have issues with getting usable, functional stuff without the direct input and considerations of people who make the music.

I draw a line between musicians and composers, too.

All composers are musicians.
Not all musicians are composers.

Musicians may be better to survey for usability (how do I touch this), but composers are probably better for functionality and "is this how it should work."




EDIT: Oh, here it is http://aetherbyte.com/downloadables/pgd.pce

It's still on Aetherbyte, lol.
http://aetherbyte.com/downloadables/Defender.wav
  Oh, a version of Atlantean's level tune from before I changed the leads.
http://aetherbyte.com/downloadables/sotb.mp3


SHADOW OF THE BEAST.

yeahhhhhh.
« Last Edit: November 23, 2016, 05:18:29 AM by Arkhan »
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Gredler

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Re: MML: What are people's actual complaints with the damn thing
« Reply #42 on: November 23, 2016, 05:31:06 AM »
I suspect that this was made with MML:




Even if not, its a good time.

danm this is great thanks for sharing

TailChao

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Re: MML: What are people's actual complaints with the damn thing
« Reply #43 on: November 23, 2016, 06:10:44 AM »
It'd be great if that SASS thing from TailChao had a midi--->SASS conversion.

It has one here, which is also under zlib.

I'd like to write a Win32 tracker eventually with export support for the current SASS targets (BupBoop, HuSound, and HandyMusic), and HuSound needs a rewrite but this is all for way later.

elmer

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Re: MML: What are people's actual complaints with the damn thing
« Reply #44 on: November 23, 2016, 06:15:00 AM »
"Yes", it could be modified ... there are unused bytecodes that could be assigned to implement new features (like a sample-playback channel for decent drums).

There may have been some kind of miscommunication between the three of us (we're good at that), as Squirrel also implies(d) (I thought) distributing the compiler piece, with the code for that. 
...
but, if you go goobering around with it and break compatibility with the compiler it was made to go with, then I don't know what to tell you about that, lol.   You're on your own for getting stuff into it.

Hahaha ... yeah ... there's our continuing misunderstandings and different generational-uses of terminology to deal with. At least we're reasonably polite about them these days.

In "practical" terms, even if it were OK to legally distribute a modified version of the SquirrelPlayer with new features, it would be absolutely pointless without changes to the Squirrel MML compiler in order to support the new features.

I think that it's just best to leave your Squirrel package the way that it is ... it accomplishes exactly what you wanted it to do, and it's an excellent way for folks to develop sounds for the System Card player.

If, and it's a huge "if", there's a reason to develop a new sound driver, then it will need new tools to go with it.


Quote
It's all a gray area.  How IS copyright handled when the company who owns the copyright to this stuff acknowledges, encourages, and asks for copyright infringement?  Does that mean they kind of legally admitted "f*ck it".   .... , and this stuff is kind of thrown out the window?

It's not "gray", it's full-on "black" if someone uses the "SquirrelPlayer" in a HuCard.

But, once again, in practical terms, Konami are very unlikely to give a damn. There's not even enough money/pride involved for them to bother digging up a lawyer from the crypt and having them write a C&D letter.

And that's the process if you piss someone off enough ... a "Cease & Desist" probably at the same time as contacting your ISP to have all your web pages taken down under the DMCA.


Quote
One of the driving forces for the HuCard for homebrewery is that it would stop f*ckhead Tobias from being a f*ckhead.

That's definitely a noble goal ... but has Tobias shown *any* interest in copying people's homebrew?


***************

This is what I already do, with just the regular Sys card 3.0. I really don't like all the system card functions just sitting in MPR7.

Yep, it bugs me, too!  :wink:


Quote
But see, I'm not a musician, so I'm always looking at this from a perspective of: how far can we push the PCE sound system and what new and interesting sounds can we get out of it?
...
So why not take that, what we know, and simply make a new open source music engine?

That would be the "sensible" course ... except for the "Elephant in the Room" in that there isn't anyone clamoring for it, or projects that need it, or any musicians lined up wanting to use it.

Squirrel exists because Arkhan wanted to use it for his own projects.

HuSound exists because TailChao wanted something better (to him) than the System Card player for his music.

I'm just not detecting the pent-up desire for something else.

Has anyone here even *tried* using TailChao's HuSound to make a tune???


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Just to note: A tracker does not have to specifically output "patterned" music, just because that's how the interface layer works form the musician's perspective. The final output can easily be "command string" format. I would argue that it SHOULD be command-string based. Why? Because that supports everything.

Yep, if a tracker is used as the user-interface, then outputting into a command-string format would seem to be the best option to me, rather than just trying to process a MOD data in realtime on the PCE.

That's pretty-much what Arkhan was saying earlier with his comment about exporting a MOD into MML format.