MFH Mod (FoFiX) 3.0xx (v3.030) (OLD)

Discuss mods and get help with mods ONLY
...the pain
User avatar
myfingershurt
Member
Posts: 1796
Joined: April 9th, 2007
Location: Northern Nevada, USA
Reputation: 0

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Fri Jan 02, 2009 6:39 pm

Nice progress on the whammy pitchbend, JS - I just tried it and it's getting much better.

We need to make the pitchbending a bit smoother though; are you currently using two out-of-phase sample buffers with a crossfading function to allow seamless stepping through the samples at any rate? It sounds like just a single buffer. I'm going to take a look at your pitchbend module's CPP source and see if I can come up with some changes to try, although i'll need you to build it into an installable module for me :)
User avatar
mrhoeivo
Member
Posts: 412
Joined: November 30th, 2007
Reputation: 0

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby mrhoeivo » Fri Jan 02, 2009 6:43 pm

Something tells me this isn't going to be easily converted to Mac/Linux.
User avatar
fatdog
Member
Posts: 494
Joined: August 11th, 2006
Location: UK
Reputation: 1

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby fatdog » Fri Jan 02, 2009 6:52 pm

if i set the game to show the fps, and i change the framerate value in the video settings should the reported framerate be capped at whatever i set this to, assuming the pc is fast enough

as setting this seems to have no effect 15 or 115 it still gives the same result
Image
...the pain
User avatar
myfingershurt
Member
Posts: 1796
Joined: April 9th, 2007
Location: Northern Nevada, USA
Reputation: 0

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Fri Jan 02, 2009 6:56 pm

fatdog wrote:if i set the game to show the fps, and i change the framerate value in the video settings should the reported framerate be capped at whatever i set this to, assuming the pc is fast enough

as setting this seems to have no effect 15 or 115 it still gives the same result



make sure "highpriority" is set to "False" in your fretsonfire.ini - if not, it will just render as many frames as it can as fast as it can.


Also, below is an 8-bit mono pitch-shifting algorithm that makes use of cross-fading two out-of-phase sample buffers for seamless pitch-shifting / pitch-bending. Written in C for a microprocessor:

Spoiler:

Code: Select all

DelayBuffer1 and DelayBuffer2 are the two out-of-phase buffers that are stepped through at a variable rate
DelayBuffer6 holds the crossfading triangle wave
PitchOffset is the rate it steps through the buffers.  A 256 = no pitch change.  <256 = lower pitch, >256 = higher pitch
The PitchShiftAlgy macro code is run every time there is a new sample to process.

This code just fills the triangle wave buffer, for crossfading:
#define InitializePitchShiftArrays j=0;    while (j<129) \
        { \
            DelayBuffer6[j]=j; \
            j++; \
        } \
        k=127; \
        while(j!=0) \
        { \
            DelayBuffer6[j]=k; \
            j++; \
            k--; \
        }


#define mPitchShiftAlgy
        DelSig_bfStatus=0; \
        k=k-3; \
        DelayBuffer1[UCindex]=k; \
        DelayBuffer2[UCindex1]=k; \
        temp = UIskip>>8; \
        UCout1 = DelayBuffer1[temp]; \
        UCdelta=temp-UCindex; \
        UCgain1=DelayBuffer6[UCdelta]; \
        UCout2=DelayBuffer2[temp]; \
        UCdelta=temp-UCindex1; \
        UCgain2=DelayBuffer6[UCdelta]; \
        UItemp1=UCout1*UCgain1; \
        UItemp2=UCout2*UCgain2; \
        UItemp3=UItemp1+UItemp2; \
        pwm_out=UItemp3>>7; \
        PRS_Reverb_SEED_REG=pwm_out; \    (this is the output sample)
        UIskip += PitchOffset; \
        UCindex++; \
        UCindex1++;

User avatar
fatdog
Member
Posts: 494
Joined: August 11th, 2006
Location: UK
Reputation: 1

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby fatdog » Fri Jan 02, 2009 7:05 pm

the highpriority setting fixes the turbo animation / broken meter problem so thats great
i guess anyone with a new ati card will need to set this
Image
mario-182
Member
Posts: 95
Joined: March 31st, 2008
Location: Australia
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby mario-182 » Fri Jan 02, 2009 7:49 pm

The icons implementation wouldn't really bother me, seeing as I already have all my songs divided into folders according to the game
Image
Dr. Professor Logic
User avatar
Lysdestic
Member
Posts: 2939
Joined: December 14th, 2007
Reputation: 7
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Lysdestic » Fri Jan 02, 2009 7:56 pm

mrhoeivo wrote:Something tells me this isn't going to be easily converted to Mac/Linux.


What makes you say that? I could have sworn he had posted the source somewhere, I just haven't tried it myself.
FoFiX Dev/Mod Squad
User avatar
jstump91
Member
Posts: 837
Joined: September 21st, 2008
Location: Baltimore, MD (US)
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jstump91 » Fri Jan 02, 2009 8:03 pm

Lysdestic wrote:
mrhoeivo wrote:Something tells me this isn't going to be easily converted to Mac/Linux.


What makes you say that? I could have sworn he had posted the source somewhere, I just haven't tried it myself.


It's in SVN (svn co https://svn.stump.jstump.com/svnroot/pitchbend/trunk) and is under GPLv2 or later. Use the link in my signature to browse my code.

I have successfully built and tested it on both GNU/Linux and Windows.
jstump91, a.k.a. john.stumpo, a.k.a. stump
jstump.com | stump's blog | FoFiX development | My own code
Can't find a Windows build of the Python module you need? Try my mediafire!
Don't say "Python can't do [insert task here]." Python can do anything with the right modules - said modules may just not have been written yet.
"Python - why settle for snake oil when you can have the whole snake?" --Mark Jackson
Did you search before you posted? Did you read the rules for the subforum you are posting in?
User avatar
mrhoeivo
Member
Posts: 412
Joined: November 30th, 2007
Reputation: 0

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby mrhoeivo » Fri Jan 02, 2009 8:08 pm

I stand corrected.
The one and only
User avatar
1Eddy213
Member
Posts: 332
Joined: July 31st, 2008
Location: Shaker Heights, Ohio, USA
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby 1Eddy213 » Fri Jan 02, 2009 8:25 pm

The beta 2 is great.
how about release it?
what are the main bugs that are stopping the RB2 Setlist from coming out?
Image

Image
ImageImage
User avatar
qb8young
Member
Posts: 184
Joined: April 12th, 2008
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby qb8young » Fri Jan 02, 2009 8:32 pm

I have posted my updated Guitar Hero icons here: viewtopic.php?p=333254#p333254
mario-182
Member
Posts: 95
Joined: March 31st, 2008
Location: Australia
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby mario-182 » Fri Jan 02, 2009 8:40 pm

What are the main issues being targeted at the moment for the next release?
Image
User avatar
blazingamer
Member
Posts: 2018
Joined: November 17th, 2007
Location: Pennsylvania
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby blazingamer » Fri Jan 02, 2009 8:43 pm

Apparently pitch altering whammy and the ability to slow down the board speed in practice mode.
Rock Gode
User avatar
bigode
Member
Posts: 14
Joined: June 29th, 2008
Location: Brazil
Reputation: 0
Contact:

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby bigode » Fri Jan 02, 2009 8:51 pm

Error in FoFiX 3.035 Alpha
You can squeeze a note to the right of a note is being played

Image
User avatar
mrhoeivo
Member
Posts: 412
Joined: November 30th, 2007
Reputation: 0

Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby mrhoeivo » Fri Jan 02, 2009 9:27 pm

You've always been able to do that...

Return to “FOF Mod Discussion and Support”

Who is online

Users browsing this forum: No registered users and 10 guests