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General Category => Demos => Topic started by: ralferoo on 20:00, 01 May 14

Title: Breaking Baud source code
Post by: ralferoo on 20:00, 01 May 14
I'll start a new thread as the the post about the source code and technical details quickly got lost amongst the discussion about keyboard layouts...

Anyway, if you missed it, the source code to Breaking Baud is available: ralferoo/breaking-baud ยท GitHub (https://github.com/ralferoo/breaking-baud) and the technical notes are available here: https://github.com/ralferoo/breaking-baud/blob/master/docs/technical.txt (https://github.com/ralferoo/breaking-baud/blob/master/docs/technical.txt)

Have fun, and if you need any help using this, just let me know... :)
Title: Re: Breaking Baud source code
Post by: Gryzor on 11:53, 02 May 14
Aw, thanks :)
Title: Re: Breaking Baud source code
Post by: Targhan on 18:08, 02 May 14
Wow, you did a great job at adapting the Arkos player. It really must have been a pain!
Title: Re: Breaking Baud source code
Post by: ralferoo on 20:20, 02 May 14
Quote from: Targhan on 18:08, 02 May 14
Wow, you did a great job at adapting the Arkos player. It really must have been a pain!
Yeah, the last 2 weeks when I was trying to reduce register usage on the player were pretty frustrating. Seemingly endless cycle of "change code, listen, trying to spot any difference to the original", not helped by the fact WinAPE doesn't have an undo.  :o At one point, I did have a bunch of automated tests, but I stripped them out when I started converting it to the demo framework... and so I didn't spot an error I later introduced to the playback of hard independent sounds! :(

But it was a good process - I learned loads about how to make nice sounds on the AY chip whilst doing it, so it's all good! :)

Thanks for you work on the Arkos Tracker and player - it's really nice and powerful and the docs make it easy to understand what's going on!
Title: Re: Breaking Baud source code
Post by: Targhan on 12:00, 03 May 14
Quotenot helped by the fact WinAPE doesn't have an undo
Have you read the article I wrote (http://pushnpop.net/articles-76.html) about using another text editor/assembler yet still using WinApe to see the result/debug, and all this automated? This might interest you if you want to have a good workflow in a great development environment.
Title: Re: Breaking Baud source code
Post by: ralferoo on 14:02, 03 May 14
No, I hadn't seen that but it seems a pretty good article.


I usually mostly develop under Linux though, and I found that using WinCPC with Wine works pretty well for testing live code and then I have a makefile that converts my "WinCPC compatible" asm to pasmo syntax and builds everything into .cdt and .dsk images (although I might look at extending it to make snapshots, that's an interesting idea!)


I mostly don't use WinAPE despite its nice debugger, because it doesn't work at all under Linux with Wine, and when I do use it under Windows the source editor mostly drives me insane. Toms did suggest editing just having a simple file that includes a file that you're editing with another IDE, but I didn't like that workflow with WinCPC so I never tried it with WinAPE.


The main reason I switched to Windows and used WinAPE for this chunk of work was that I knew your code worked with WinAPE's assembler and I wanted to make sure I remained compatible with that so I could easily check if I was introducing bugs!
Title: Re: Breaking Baud source code
Post by: redbox on 07:45, 04 May 14
I use PSPad and WinAPE.

Then I just have a simple container file (read "main.asm") open in WinAPE and a hot-key which brings the WinAPE window to the foreground, assembles and runs.

Works really well.
Title: Re: Breaking Baud source code
Post by: Axelay on 08:20, 10 May 14
Thanks for releasing the source, I'll be adding studying it to my to-do list.  :)
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