64th Note v1.0 by hcs at 3:45 AM EST on November 23, 2005
I fixed one last irritating little bug (the Escape key will now close any dialog) and since it has been several weeks since a bug report it's that time!

Version 1.0!

I've got 18 newly "complete" USF sets uploading now, the USF table will be updated when they're all in place.
Also, Winamp's plugin submission process sucks. I must see if I can get Dr0 to put it up for me if this doesn't work out... (I deleted it from winamp.com a long while ago, because I was unable to update it and would rather not have the old version there).

edited 8:47 AM EST November 23, 2005
by unknownfile at 4:47 AM EST on November 23, 2005
(orgasmic cheering goes here)
by Emil007 at 5:53 AM EST on November 23, 2005
(here too)
by marioman at 8:38 AM EST on November 23, 2005
YAY!!!
by PdZ at 8:56 AM EST on November 23, 2005
I saw the news about the Final on www.emufanatics.com.

Great HCS.Very Great.
by marioman at 1:20 PM EST on November 23, 2005
I really hate to rain on the parade, but I think that I found a bug.

Play a short unlooped track such as the Nintendo sound from Animal Forest or Ooze from Bomberman Hero, and load another track or push play before the short track stops playing. If errors are turned on, you will get the error, "CPU thread did not stop, terminating." If errors are turned off, there is no effect.

I do not know if this is significant or not (it can be fixed by turning "Display Errors" off.), but I thought that you should know.

Thanks.
by Mouser X at 1:49 PM EST on November 23, 2005
Actually, I know that HCS is aware of this behaviour. Though it does cause an error, it does't seem to effect the player in any adverse way, so HCS has just left it alone. Besides, there's no major reason to have error display turned on, except for debugging (if you really do run into a problem). I hope that helps. Mouser X over and out.
by hcs at 1:52 PM EST on November 23, 2005
I am glad that you mentioned a way to reproduce it consistently, though, I think I'll take another look at it.
by Koji at 11:01 AM EST on November 24, 2005
Wee, great job, hcs. :)
Tempo by gatekeeper6838 at 10:58 AM EST on November 26, 2005
Version 1.0 is great, I finally can listen to my favorite songs basically bug free. The only problem is the songs seem to play just a bit too slow... any one else experience this? I know it's not a cpu load problem; I'm running it on an AMD Athalon 64 (2.4 GHZ). It's not that big of a deal, I'm just glad I can listen to my favorite N64 songs! :)
by hcs at 11:33 AM EST on November 26, 2005
Read the FAQ for my answer to the tempo issue.
... by pick at 6:47 PM EST on November 26, 2005
i can't play usf files after i put in_usf ver1.0.
Ver0.9 was ok. i use winamp 2.91.
Is it better to use latest one?
by hcs at 7:42 PM EST on November 26, 2005
1.0 is much more stable and supports games that 0.09 simply does not...
What version of Windows are you using? What other plugins do you have installed? Someone else had some trouble with the new version but it was solved when they reinstalled Winamp, you might try that (or remove plugins and see if that helps at all).

Did you reinstall v0.09 and ensure that it still works on the exact same file? How did you install v1.0?

Answer as many of these questions as you can, I'd very much like to help you.
by Tanookirby at 8:52 PM EST on November 26, 2005
I just played some Yoshi's story files and some of them, like Mermaid's tears, are scratchy. Can this be repaired?
.... by pick at 3:00 AM EST on November 27, 2005
i've installed in_usf, in_snes, in_psf, in_gsf, and in_mp3pro.
And also i installed AnalogX Vocal remover and enhancer v.17.
But i'm not sure which dll is seemed to be bad.

i just followed the instruction to install the usf dll.
i use windows xp sp2.

After hcs adviced me, i installed in_usf v0.09 again because i wanted to listen even though its version is 0.9 and it works. ????
by DrO at 5:08 AM EST on November 27, 2005
the best way to see which one is causing issues with in_usf is to disable all of them (such as by naming the plugins to in_*.off) and then re-enabling them one by one (with in_usf 1.0 correctly installed) and test it until it fails.

my personal guess would be in_mp3pro since it's notoriously evil and on the winamp.com forums it is recommended to remove it.

-daz
.... by pick at 2:35 PM EST on November 27, 2005
i want let you know that i also use kbmediaplayer which is japanese sound player.
Winamp plugins enable to kbmediaplayer also so i installed in_usf ver0.9 in kbmediaplayer too.
And it works.
But ver1.0 doesn't

winamp2.91 v0.9 is okay but v1.0 isn't.
kbmediaplayer v0.9 is okay but v1.0 isn't

and kbmediaplayer uses its own mp3 plugin.
So i don think plugin can affect in_usf.

i tried removing in_mp3pro but i still can't play...
Crash & Congrats by DeadAwake at 4:50 PM EST on November 27, 2005
First, congrats on taking the 64th Note this far. I think a lot of people are surprised at how far you've come, and everyone should be impressed at the task you've undertaken.

AND, I'm sorry but, after some quick listening, the latest version seems prone to crash while running Mario Party or Animal Forest. I'll try to isolate the cause.
by hcs at 2:44 AM EST on November 28, 2005
I just played some Yoshi's story files and some of them, like Mermaid's tears, are scratchy. Can this be repaired?
I don't know what you mean, it sounds fine here. With or without audio hle.

pick, you still haven't told me what OS you're running. I've personally seen 1.0 working on Windows XP and ME, and I just now tested 1.0 in KBMedia and it works fine.
I wonder if this may be related to the problem PdZ was reporting, which went away by itself somehow.
Also, could you enable "Display Errors" in the configuration and tell me if any message appears?

the latest version seems prone to crash while running Mario Party or Animal Forest
Hmm, this is the first I've heard of this. Can you give me details of your installation (like I asked of pick earlier)?

edited 7:59 AM EST November 28, 2005
.... by pick at 1:46 PM EST on November 28, 2005
i use windows XP sp2.
After enabling Display Eroors, it says "Failed to allocate N64MEM".
by hcs at 2:14 PM EST on November 28, 2005
yep, same error as PdZ... maybe we can track this down.

Here are links to the old versions. Please test them backwards from beta 23 and tell me if any of them work, and what was the latest one to work.
.... by pick at 10:52 AM EST on November 29, 2005
i tried old versions from beta23, 22, 21,...
and finally beta2 is working.
Then i tried v1.0 again but it's not working...
i also found that if i play diddy kong racing songs, sounds are very fast.

i decided to update my winamp to v5.
If it's work, I'll let you know.
by hcs at 1:10 PM EST on November 29, 2005
The only change in the memory allocation is the inclusion of MEM_TOP_DOWN as a flag. I don't know why zilmar or jabo would add such a thing... I'll rebuild 1.0 with that flag removed.

Here's an article about this causing problems when loading DLLs... but it seems to only apply to Windows CE.

v1.1 beta 1, all instances of MEM_TOP_DOWN removed.

edited 6:34 PM EST November 29, 2005

I made one more modification (same link), wherein I made it not attempt to reserve 512 MB for the whole address space... maybe Project 64 could get away with doing this, but in another process' space things might get crowded. Dr0 reports that this fixes an issue he had where loading both in_usf and in_tv would always cause the "Failed to Allocate N64MEM" error.

If this happens to fix the problem, could you test 1.0 again to make sure that it still doesn't work? I'd like the ensure that in situations where 1.0 doesn't work, 1.1 beta 1 does.

edited 7:11 PM EST November 29, 2005
by marioman at 2:16 PM EST on November 29, 2005
What about the "CPU thread did not stop, terminating." error? Did you find anything out about it? Just a reminder...
by hcs at 3:09 PM EST on November 29, 2005
No, still a mystery.
thanks!!! by pick at 3:25 PM EST on November 29, 2005
THANK YOU SO MUCH!!!!
FINALLY V1.1 IS WORKING ON MY WINAMP!!!
THANK YOU hcs!!!!!
I DEEPLY APPRECIATE YOUR ADVICES.
and i tested v1.0 again but it didn't work...
by hcs at 3:52 PM EST on November 29, 2005
whee!
thanks for testing!

edited 8:53 PM EST November 29, 2005
Note to self: by hcs at 4:05 PM EST on November 29, 2005
multiuser-compatible code:

#define IPC_GETINIFILE 334 e.g. C:\Program Files\Winamp\winamp.ini
#define IPC_GETINIDIRECTORY 335 e.g. C:\Program Files\Winamp
#define IPC_GETPLUGINDIRECTORY 336 e.g. C:\Program Files\Winamp\Plugins
void init(void){
// if this passes then should be running on at least v5.11
// can (SendMessage(hwnd_winamp,WM_WA_IPC,0,IPC_GETVERSION) >= 0x5011) to verify it if need be
if(IsWindow(mod.hMainWindow)){
char ini_path[MAX_PATH] = {0};
lstrcpyn(ini_path,(char*)SendMessage(mod.hMainWindow,WM_WA_IPC,0,IPC_GETINIFILE),sizeof(ini_path));
}
by hcs at 4:53 PM EST on November 29, 2005
I've determined that my Body Harvest rip doesn't work with this new version. My analysis seems to indicate that this is because of an out of memory access attempt by the USF, probably an error on my part when assembling the generic driver rip. I may therefore rerip this soon.
If you play it after another USF that runs at 32KHz it will work.

Same with Mace and the Dynamix Intros.

edited 10:18 PM EST November 29, 2005

Drat, Hybrid Heaven doesn't work either.

edited 10:20 PM EST November 29, 2005

and Nintama Rantarou (not that that bothers me much)

edited 10:25 PM EST November 29, 2005

and that completes my audit of 1.1 beta 1. I'm going to have to figure out a better way of handling this than I have now. At least just about every set is working.

edited 10:31 PM EST November 29, 2005
64th Note v1.1 beta 2 by hcs at 4:02 PM EST on December 3, 2005
64th Note v1.1 beta 2

Figured out and fixed the issues with beta 1. Everything should play now, and it should work for those who had trouble with 1.0. pick and Dr0, if you could test this I'd appreciate it, as you were the only ones I know of who can actually test if this still works...

The downside is that it runs quite a bit slower, I see 50% more CPU usage on some games. I had to disable reg chaching to get this to work, I'll be looking to see if I can find a way to restore that.

edited 9:23 PM EST December 3, 2005
64th Note v1.1 beta 3 by hcs at 6:01 PM EST on December 3, 2005
64th Note v1.1 beta 3

Register cacheing reenabled, fixed stuff to make that work. The speed you were used to is back.
64th Note v1.1 beta 4 by hcs at 1:53 PM EST on December 4, 2005
64th Note v1.1 beta 4

The Fade Type drop down list didn't work on some OSes or versions of winamp, this has probably been fixed.
Also, I added a "no fade" fade type.
f by pick at 5:48 PM EST on December 4, 2005
All of three are OK!
by hcs at 6:16 PM EST on December 4, 2005
very glad to hear it, thanks again!
by DrO at 7:23 AM EST on December 5, 2005
yup, fine here as well :) now to get in_tv to be stable...

-daz
by hcs at 6:03 PM EST on December 9, 2005
OK, since we have fixed those bugs is there anything else I should work on adding to 64th Note before releasing 1.1? I'd like to get it out there soon, since it fixes that irritating memory error which might be preventing it from working for some people.
by DrO at 4:19 AM EST on December 10, 2005
seems good to go here

-daz
All good. by DeadAwake at 8:37 PM EST on December 10, 2005
I can't get it to crash anymore, so you must've done something right. miniusf files no longer show up under "All Supported File Types" in the Open dialog, though.
by Mouser X at 10:24 PM EST on December 10, 2005
That's actually a Windows OS limitation. This was discussed in the forums earlier. Apparently, Windows has a limit of 260 (I think) characters. If you have a lot of input plugins (or ones that use long extensions), then when all of those extensions are added up, their total character count can exceed 260. So, in_usf loads later than some other input plugins, and it's file recognition gets left out because that file type is beyond the 260 character limit.

Hopefully, that explained, in an understandable way, the problem. Try renaming in_usf.dll to, oh, in_634.dll. It should load sooner, so the file extensions should show up in the dialog box now. However, it is NOT recommended that you rename the plugin, I'm just telling you that so that you can see for yourself what it's doing.

Personaly, I'm glad to hear it's fixed. Since I haven't had any problems with 1.0, I haven't tried out the newest betas yet. Maybe I should (though I'd almost never listen to the USFs, since I'm still going through all the in_cube stuff). Anyway, all appears to be looking good. Mouser X over and out.
by hcs at 10:59 PM EST on December 10, 2005
It's possibly in_cube that's causing you the trouble, actually, since it has a rather long extension list.
by Vague Rant at 3:06 AM EST on December 11, 2005
Wow, Mouser, I've always wondered why that was. Now I know. Thanks.
by DrO at 3:46 AM EST on December 11, 2005
renaming the dll name will only have a possible affect in the loading order when you're using a NTFS based filesystem (standard for XP i believe) otherwise it comes down to plugin file creation and modification dates.

one way to work around the issue is to go through the other plugins which you have installed and remove any unwanted file associations (usually from going to those input plugins and unchecking/removing entries in their extension lists).

you can view what's in the 'All supported types' part by following the instructions from http://www.nunzioweb.com/daz/playlist_loader.html#All_supported_types_Issue.

Just as a thought but since this seems to be an issue for a number of people, it may be possible for me to add to that plugin (or possibly split it out) and allow for the file extensions which go past the 260 char limit to be added into an extra 'All supported types (cut-off)' entry but that's probably not the best way to do it but it's a possible option (since renaming plugin dlls isn't a great solution as explained at the start of my post)

-daz


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