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ST version of Arkos tracker 2 player

Get the tracker from http://www.julien-nevo.com/arkostracker/

Summary of attractive features (i.e. why should one use this thing?)

  • Compose on PC/Mac/Linux with all the comforts of modern UIs and resolutions, then export and play the tune on a ST
  • SID voices support that can be turned on and off using song events, so CPU usage can be controlled easier
  • Fairly fast replay routine:
    • The vanilla version takes less than 3 scanlines of CPU usage on a plain Atari ST (approximately 1%)
    • The moderately optimised version takes about 2 scanlines on a plain Atari ST (approximately 0.7%)
    • The "register dump" version takes about 1/2 scanline

How to export

Before exporting it is vital that the following step is performed inside the tracker:

  • Go to Edit->Song properties, and check the "PSG list" field, the frequency should be 2000000Hz. If not, click "edit" and change the tick box to "2000000 Hz (Atari ST)" and save the tune.

To export a track from the tracker for use with these player follow these simple steps: (current for v2 alpha 4)

  • Open a command line, type:

SongToAky -reladr --labelPrefix "Main_" -spbyte "dc.b" -spword "dc.w" -sppostlbl ":" -spomt "your_tune.aks" "your_tune.s"

Song will be auto converted to the proper format for you.

Alternatively you can do the same from inside the tracker:

  • Open the tune you want to export
  • (One time only setup) Go to File->Setup and click "source properties". Press the "+" button to create a new profile, name it something like "68000, with comments". Then fill in the fields as follows:
    • Current address declaration: ;
    • Comment declaration: ;
    • Asm source file extension (without "."): s
    • Binary source file extension (without "."): bin
    • Encode comments: Check
    • Byte declaration: dc.b
    • Word declaration: dc.w
    • Labels prefix: (leave blank)
    • Labels postfix: :
    • Little endian: check
    • One mnemonic type per line: check
  • Go to File->Export->Export as AKY. Check "source file" and leave ASM labels prefix as "Main".
  • Check "Encode to address" and type "0" in the field.
  • Check "Encode all addresses as relative to the song start: check". Note this is present on versions 2.0.0a3 and later! Please update your tracker if this option is not available!
  • Press "Export" and choose a filename.

You can now use the exported .s file directly with the player example source.

How to use it in your projects

The files that the player uses are the following:

File Description
PlayerAky.s The main player code
sid.s (optional) The SID player code
example.s (optional) Example code on how to call the player in various ways
example_sndh.s (optional) Example code on how to play a SNDH file
build.bat Windows batch script to assemble example.s using the rmac assembler (also build_vasm.bat for vasm assembler)
sndh.s Skeleton code for creating a SNDH file
build_sndh.bat Windows batch script to generate a SNDH file
build_sndh_prg.bat Windows batch script to generate a program which plays a SNDH file
vasm.s (optional) extra macros when you assemble with vasm assembler

In its simplest form, you can simple include PlayerAky.s in your project. Initialise the player by calling PLY_AKYst_Start with a0 pointing to the song data you have exported. Then, every tick of your replay frequency (50Hz, 200Hz etc) simply call PLY_AKYst_Start+2 again with a0 pointing to the song data. Instead of PLY_AKYst_Start+0/+2 you can also use PLY_AKYst_Init/PLY_AKYst_Play.

If you plan to use SID voices you also have to include sid.s. In addition to the initialisation above you also have to call sid_ini. Finally each timer tick you need to call sid_play after the player itself.

To restore the system to its initial state, call sid_exit (if applicable) and zero YM registers 0 to 13.

Flavours

As seen at the top of the main player source (PlayerAky.s) or the example (example.s) there are a lot of options for using the player, which can be overwhelming. So this section will attempt to cover as many cases as possible so the programmer can configure the player to suit his/her needs.

For all switches assume that they are off only when they are assinged the value of 0, otherwise they will be on. The switches that influence the player greatly are the following:

Equate Description
UNROLLED_CODE This will use unrolled code which is faster than the plain code
SID_VOICES This will enable SID voices for all 3 channels. Consumes vastly greater amounts of CPU time
PC_REL_CODE Turns the code into PC relative. Handy if you want to relocate the player in RAM
AVOID_SMC Normally the player uses self-modifying code (SMC) to gain performance. However this might cause problems on machines that use caches. This switch will use a different code path that avoids SMC, at the cost of some performance.
DUMP_SONG This will force the player to not output any data to the PSG directly but instead write data to a buffer. See below for more details
USE_EVENTS Turns on event processing. The events are external to the player, check out example.s for sample code.
USE_SID_EVENTS Similar to USE_EVENTS, the difference being that this can process events that turn SID channels on and off. See below for more details

Derivative versions

It can be quite daunting to read the player source with all the different codepaths in the same file, so a few convenience versions of the player are generated. These are inside the generated_players and can be included in your projects instead of the main player. They can also be used as a base to create your own custom or optimised versions. The filename of each version contains the "on" switches it was generated with.

Because of the way these sources are generated, they are not supported, nor any optimisations/fixes for them will be accepted. Please incorporate any changes to the main player source and submit that.

DUMP_SONG explained further

The player will dump 13 or 14 longwords plus one word each time it's called. The reason for different sizes has to do with whether the hardware envelope is being triggered or not. In more details, the data is presented below.

Value Comment
flag.w If non-zero, the player has dumped 14 YM registers
$0000XX00 First YM register
$0100XX00 Second YM register
... ...
$0C00XX00 Thirteenth YM register
$0D00XX00 Optional Fourteenth YM register

This format is used because it's probably the fastest way to write data to the YM. The player code then boils down to something like: lea $ffff8800.w,a1 movem.l (a0)+,d0-d7/a2-a6 movem.l d0-d7/a2-a6,(a1) or (for 14 longwords) movem.l (a0)+,d0-d7/a1-a6 lea $ffff8800.w,a0 movem.l d0-d7/a1-a6,(a0) assuming that a0 points to the data to be played.

In example.s there is sample code to illustrate how to dump and replay a tune. First of all, DUMP_SONG has to be set to non-zero. There are two other equates that help fine tune the dumping: DUMP_SONG_SKIP_FRAMES_FROM_START that tells the dumping routine to skip as many frames from the beginning of the tune as required, and DUMP_SONG_FRAMES_AMOUNT that contains the amount of frames to be dumped. A suitable buffer has to be defined in order to store the data. For simplicity's sake this is allocated as DUMP_SONG_FRAMES_AMOUNT*(14*4+2) bytes, which means that space is allocated for the worst case. If memory is really tight a trick here would be for the programmer to allocate the RAM, then run the dumping, then inspecting the RAM to actually determine how many bytes are required.

USE_SID_EVENTS

In Arkos Tracker 2, all events starting with F (F0, F1, F2 etc up to FF) are now SID events. The lowest three bits control which channels are SID-enabled. Timers used are ABD (for channels ABC, respectively). The bit pattern is 1111 xABC, which means:

 F0 - [unused]
 F1 - set channel C to SID off
 F2 - set channel B to SID off
 F3 - set channels B and C to SID off
 F4 - set channel A to SID off
 F5 - set channels A and C to SID off
 F6 - set channels A and B to SID off
 F7 - all channels SID off
 F8 - [unused]
 F9 - set channel C to SID on
 FA - set channel B to SID on
 FB - set channels B and C to SID on
 FC - set channel A to SID on
 FD - set channels A and C to SID on
 FE - set channels A and B to SID on
 FF - all channels SID on

Note that SID voices are not supported inside the tracker, so the only way to listen to them is to create a SNDH or assemble the tune as an ST prg.

SNDH

Note that in order to create SNDH files you must have rmac inside the bin folder. The Windows versions are supplied inside the repository. Mac users should get and compile rmac and rln from http://shamusworld.gotdns.org/git/rmac (just CDing to the directories and typing make should be all that's needed provided a sane build system) rmac and rln are now included inside the repository for all 3 major platforms.

There is a script that automatically creates a SNDH compilant file, in both .bat and bash flavours, called build_sndh.bat and build_sndh.sh respectively. Their usage is as follows:

'build_sndh.bat filename.aks title composer frequency_in_Hz [SID_VOICES] [USE_EVENTS] [SID_EVENTS]'

'./build_sndh.sh filename.aks title composer frequency_in_Hz [SID_VOICES] [USE_EVENTS] [SID_EVENTS]'

Where:

  • filename is the path and filename of the tune to be converted
  • title is the song title to be included in the SNDH header. Enclose in double quotes if there are spaces
  • composer is the song's composer. Again, enclose in double quotes if needed
  • frequency_in_Hz the song's play frequency. This should match the tune's frequency in Arkos Tracker 2
  • SID_VOICES is an optional paramter that enables SID voices
  • USE_EVENTS is an optional paramter that enables events
  • SID_EVENTS is an optional paramter that enables SID events

Examples usage:

'./build_sndh.sh "Love Potion Level 4 (Hello) 001 (looped) with events.aks" "Love Potion Level 4 (Hello)" "XiA" 50 SID_VOICES USE_EVENTS'

'build_sndh.bat "Love Potion Level 4 (Hello) 001 (looped) with events.aks" "Love Potion Level 4 (Hello)" "XiA" 50 SID_VOICES USE_EVENTS'

If everything went fine then a file called filename.sndh should be created and can be played by any compliant SNDH player.

Code maturity

As discussed above the player has a few different code paths depending on the switches defined. Not all of them are equally optimised, so the following table will present the situation in detail:

Flavour Comments
everything off, i.e. vanilla player (common to all flavours) Optimal, with the exception of "In PLY_AKYst_RRB_NIS_ManageLoop there is an auto-even of address happening due to the way the data is exported. This can be fixed by a) Exporting all data as words, b) pre-parsing the tune during init, finding odd addresses, even them and patch all affected offsets."
SID_VOICES When UNROLLED_CODE is defined, pretty optimal. With UNROLLED_CODE off the writes to the internal table are slow.
PC_REL_CODE Slightly slower than the vanilla player
AVOID_SMC Slower then the vanilla player
DUMP_SONG Same comments for SID_VOICES apply

In addition to this, the code in example.s for USE_EVENTS and USE_SID_EVENTS should be treated as reference for now.

Finally the whole code inside sid.s should also be treated as reference. There seem to be lots of room for speedups but this will potentially lead to non system friendly code. So this is postponed for now.

Credits

  • Original player source and tracker by Targhan/Arkos
  • Conversion by GGN/KÜA software productions
  • Additional code by Excellence in Art
  • SID voices source provided by Grazey of the PHF based on code by Abyss and Tao of Cream
  • Some vasm help from @realmml
  • Falcon tips and testing by Evil/DHS and Grazey/PHF
  • Thanks to @em00k and his nameless friend for pointing out an issue in SID voices