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by blargg at 3:56 PM EST on January 31, 2010
I read eke's relayed comments above to indicate that timing differences of less than 1/44100 sec can have a huge effect on the sound. Basically I understand the YM2612 in the Genesis to run at ~53267 Hz. So if a write was originally at clock 100, but got shifted to clock 101, it might have a big effect on the result. Since 44100 Hz is less than 53267 Hz, this can occur. If this is correct, I imagine eke could explain some scenarios with particular registers where this could occur.

I'm not saying that this is the cause of past or current sound issues, just saying that it seems a possibility that hasn't been proven to not be happening. I'm also saying that because of this, one might try to fix the problem by modifying the sound emulator, and think that it was fixed, even though timing was the cause.

Just for the record, all versions of GME have run the YM2612 the proper number of samples (at whatever rate it's running at) before doing writes; they have never bunched all the writes at the beginning of each frame. Obviously this only applies to VGM, and not GYM. :)
by SmartOne at 5:20 PM EST on January 31, 2010
VGM sources play perfectly in Fusion, so how could the current issues with foo_gep be caused by the VGM format? I see you're observing potential issues, but like you say, I don't think it has to do with the current inaccuracies.

edited 5:22 PM EST January 31, 2010
by Pulstar at 8:57 AM EST on February 1, 2010
So is it fair to presume that foo_gep can be used to rip to lossy formats except in cases where anamolies are mentioned here? I like how Foobar2000 retains tags something which Winamp will never be able to (unless they allow for 3rd party codecs in their format converter). It seems FM emulation is quite a mess from blargg's account :D

I'd be willing to sacrifice some small amount of accuracy if it means speedy encodes. Using Fusion to rip my music is tedious enough.. I mean it took me hours to rip Popful Mail and I didn't even bother to tag the tracks :P
by Franpa at 11:59 AM EST on February 1, 2010
SmartOne, perhaps Fusion uses a audio filter to rectify such problems seamlessly?
by SmartOne at 2:13 PM EST on February 1, 2010
Filters don't fix faulty instruments. Plus, foo_gep (MGME) used to play the instruments correctly. It can't be a VGM issue.

edited 2:15 PM EST February 1, 2010
by blargg at 3:25 PM EST on February 2, 2010
OK, I'm starting to look into the VGM issues. The first thing I noticed is that the new one kode54 is using has a ridiculously small threshold it checks within when it rounds the internal rate to exactly 1.0 for correct accuracy. The init function takes the clock and sample rates as integers, so there's no way they will fall within this unless you mess with them first. This means that even when GME thought it was running the chip at its proper native rate, it wasn't. Kode54, the fix is in OPNSetPres(), line 1834. Raising the window from 0.0000001 to 0.0001 seems sufficient. Of course the best fix would be to for it to accept sample rate and clock rate as double values in all places.

My general plan for solving these damn FM issues is to write a bare-bones test VGM player from scratch, that only plays FM (no PSG). This code will be very simple and clean, lessening the chance of bugs in it. That way we can be much more confident that any playback problems are due to the FM core.
by mudlord at 4:44 PM EST on February 2, 2010
Started working more on the XMPlay port.

Sound output, even with blargg's play_siren test code sounds like shit :/ Doesn't help when XMPlay's decoder API is so weird.
by blargg at 6:50 AM EST on February 3, 2010
Hmmm, maybe it was kode54 who added said threshold-checking code. Apologies for my tone to whoever wrote it.

I've got the reimplementation of a minimal FM-only VGM player done. What tracks pose problems in MGME/foo_gep? My real plan is to give this code to kode54/mudlord so they can put up builds of their respective plugins, so anyone can test and find problems with the FM cores/VGM files, or find that they only occur in GME with the same FM core.
by SmartOne at 2:32 PM EST on February 3, 2010
The previous page contains some specific problem-tracks.

I could zip up some files if you would like.

edited 2:40 PM EST February 3, 2010
by Elven Spellmaker at 2:53 PM EST on February 3, 2010
May I ask if its not an idiotic question, what exactly is MGME?
by blargg at 4:00 PM EST on February 3, 2010
SmartOne, I'm unfortunately not making any progress here. I don't know what code Kode54 used to build foo_gep 1.89, and I'm not hearing anything wrong with the indicated tracks on the last code I sent him. I don't have any Windows machines, which is a major setback. Is there any IRC channel to discuss this in real-time? I want to get an idea of what desires people here have of GME, and who can do what things. I'd really at the very least figure out what components are causing these problems, so I can address any that are in my code, and not waste time on those that aren't. It's frustrating.
by Mouser X at 4:15 PM EST on February 3, 2010
There's the IRC channels on irc.foreverchat.net and #console_stream channel, or irc.freenode.net and the #usf channel. I know kode54 is on #usf, and I think he's on #console_stream. If you need a client, there's always http://www.mibbit.com, but that can only connect to irc.forverchat.net (they removed support for irc.freenode.net awhile ago. :( ).

Those are the channels most frequented by members of this forum. Hope that helps. Mouser X over and out.
by blargg at 4:26 PM EST on February 3, 2010
OK, I used a later FM core that kode54 had sent afterwards and I do hear a problem with the "The Street of Rage" (a quiet pulsing sound that shouldn't be there). If I then use eke's latest FM core from the SVN, it goes away.

Thanks Mouser X; added to my server list.
by SmartOne at 1:26 PM EST on February 5, 2010
foo_gep 1.9

Genesis issues are still present (must have been some other change, I can only assume without a changelog).

edited 2:46 PM EST February 5, 2010
by Kaminari at 10:16 AM EST on February 6, 2010
Changelog is on Foobar site.

http://foobar2000.org/components/author/kode54
by Pulstar at 1:04 PM EST on February 6, 2010
Aladdin sounds terrible in GEP :D
by SmartOne at 1:28 PM EST on February 6, 2010
It doesn't sound "terrible," it's just that same issue manifesting itself. According to blargg, it should be relatively simple to fix...?
by blargg at 1:38 PM EST on February 6, 2010
SmartOne, the main problem is that eke's code uses global variables, so his sound core can't be used without lots of changes. I'm in e-mail contact with him currently, so maybe I'll pass along some changes that allow elimination of the global variables via a compilation flag.
by SmartOne at 1:48 PM EST on February 6, 2010
Hm. I noticed that after snooping around the source a bit. Shared.h? That might be a pain.
by blargg at 4:41 PM EST on February 6, 2010
Nahh, I was actually able to plug it into a VGM player pretty easily. Shared just needs to define some UINT8/UINT16/UINT32 things, INLINE, M_PI, and a global structure with a config.hq_fm flag. All of these could of course be eliminated (using <stdint.h> mostly).
by kode54 at 10:49 PM EST on February 8, 2010
Wow, I haven't been following this topic at all.

I just changed that frequency ratio threshold check.

I also fixed a tiny shift issue with the LFO handling (should have been 8 instead of 7) and also the internal timer handlers and rates. This seems to fix most of the issues posted so far, I think.

Edit: Implemented DAC panning, enjoy.

edited 5:55 AM EST February 9, 2010
by Pulstar at 12:59 PM EST on February 9, 2010
Aaah sounds much better now thanks! :)
Btw is it possible to implement 50/60Hz rendering in a future revision?

Ah but it was not to last.. Listening to the Pit II vgm rip of MK2 there's a discernable clicking noise. I suppose there's still tweaking to be done.

edited 1:10 PM EST February 9, 2010
by SmartOne at 2:42 PM EST on February 9, 2010
Awesome, kode54/blargg/everyone, thank you very much! :D

Pulstar, is this clicking related to DAC panning? I notice some clicking in opposite channels when the DAC switches between channels ("Hydrocity Zone 2"), but maybe this is accurate. GEP is the only (accurate) player that allows channel muting (so this is audible) in the first place.

There's a detuning issue with a certain bass note on ToeJam and Earl "Funkotronic Beat" and Vectorman "Options." Doesn't happen in Fusion, and I can't test Genesis Plus GX.

EDIT: I hear the clicking on Mortal Kombat II.

edited 4:02 PM EST February 9, 2010
by mudlord at 4:39 PM EST on February 9, 2010
kode54: Any chance of a link to the updated GME with all these mods? You can PM me on the foobar2000 forum, if needs be.
by iloveyou at 4:48 AM EST on February 17, 2010
MGME and gep plug-in..
Respectively Channels volume control ...
is possible? My hope ~ ^(0)^

by gama at 2:00 PM EST on February 17, 2010
Yeah i hope we can see an update to the great game_music_emu library soon :).
by SmartOne at 2:31 PM EST on February 17, 2010
Why would you want to adjust channel volume? There's only one correct balance.
by hcs at 2:33 PM EST on February 17, 2010
Folks like to isolate channels. Crazy, crazy folks.
by SmartOne at 2:43 PM EST on February 17, 2010
That's channel muting. GEP can already do it.
by hcs at 2:44 PM EST on February 17, 2010
Bah. Next guess will be better, I promise.
by JILost at 4:34 PM EST on February 17, 2010
My guess is for when the listener isn't satisfied with the way a song was originally programmed ("The PCM is way too loud in this song"), wants to experiment ("I wonder how this would sound with channel x softer"), or is dissatisfied with the emulation itself (there have always been debates over proper PSG volume in Genesis VGM playback). I personally don't have any of these issues, but they're the most reasonable I can imagine.
by iloveyou at 2:47 AM EST on February 18, 2010
Awesome!!! ^(00)^ My hope~





edited 2:52 AM EST February 18, 2010
by blargg at 8:04 PM EST on February 20, 2010
I just want to say that running across posts like SmartOne's in the middle don't have a good effect on my enthusiasm for solving playback problems.
by SmartOne at 8:45 PM EST on February 20, 2010
I'm sorry.
by mudlord at 11:38 PM EST on February 25, 2010
Playback override *might* happen for certain formats (SPC/VGM/others that have a fixed number of channels).

I just need to work out the kinks with the NSF/subsong crap & the weird SPC tag reading issue. I'm using the plain C GME API, btw.
by blargg at 3:26 PM EST on February 26, 2010
Control of individual FM channel volumes, beyond muting, is unlikely. What's the point, anyway?

mudlord, what kind of tag reading issues are you encountering?
by mudlord at 9:17 PM EST on February 26, 2010
The issues are that the tags just don't show up in Winamp, and I am not sure why. Haven't checked out the demos yet.

I am currently using the GME kode54 supplied me (which has the NSF fixes, but not the most recent SSG-EG and SGC work). The vanilla 0.5.2 works great, btw with no issues at all.

edited 9:18 PM EST February 26, 2010
by iloveyou at 3:01 AM EST on February 27, 2010
Control of individual FM channel volumes.
It's probably just a personal preference.
diversity,feeling...a little different..Music!
Is it..better than nothing? Only..my hope..^^
Have a good time~
by SmartOne at 12:54 PM EST on February 27, 2010
The King of All Cosmos

:D
by iloveyou at 1:15 AM EST on February 28, 2010
Ladies and gentlemen~ ^(**)^
GEP plug-in~[wsr format]support.
Is it possible? ... in the near future.¢½
by Pulstar at 11:57 AM EST on March 1, 2010
Anything is possible!
by mudlord at 7:50 PM EST on March 6, 2010
@iloveyou: Sadly I must agree with blargg. Unless you are into MIDI sequencing, there is zero point with per channel volume.
by iloveyou at 8:39 PM EST on March 7, 2010
I understand that. Thank you^^
by Lunar at 8:24 AM EST on March 8, 2010
one thing snesamp has that foo_gep lacks is pitch control. i've found that both fun and useful while transcribing music (right now i use the gep tempo control in combination with a separate dsp plugin called soundtouch, which can get roughly the same effect.)
by Pulstar at 4:15 PM EST on March 8, 2010
I'm one of those few who prefer some Megadrive songs in their slower 50Hz format.
by mudlord at 3:28 AM EST on March 10, 2010
@B1itz: In Winamp there is a Winamp pitch/tempo DSP plugin that offers the same functionality and library as the foobar2000 version, yet its shareware (what a farce, at least there is a keygen for it). I suppose you could try that.

I'm thinking of emulating the looks of the current Winamp 5.5 MP3 file info dialogs, with tabs for per song control and shit....Could add tempo stuff in there I suppose. o.o
by Lunar at 3:15 PM EST on March 10, 2010
winamp comes with a tempo/pitch dsp effect as standard i thought. at any rate, i have one. although i don't use winamp much anymore.
by Franpa at 3:52 AM EDT on March 15, 2010
http://snesemu.black-ship.net/index.php?page=spc&list=all&filter=mgme

If anyone is after any released version, you can get them from above. It is probably the most accurate SPC plugin for Winamp.

edited 3:52 AM EDT March 15, 2010
by mudlord at 11:53 PM EDT on March 16, 2010
Thank you for continually stating the obvious fact, that that site is always full of win. :/
by Pulstar at 5:11 AM EDT on April 10, 2010
Any updates gentlemen?
by mudlord at 8:53 AM EDT on April 13, 2010
I am on holiday atm. Going to the city, planning on seeing a casino, etc....

Updates will happen when I feel like. Or a mighty big *maybe* when I get back.

But a major update I wanna do is at least add channel muting for some formats via a tabbed info dialog. And nice data management shit like thst.

Oh, and I might look again at subclassing Winamp for song changing in subsongs =3
by mudlord at 10:17 PM EDT on April 30, 2010
Notice:

All MGME discussion can be directed here:
http://mudlord.hcs64.com/forum/forumdisplay.php?fid=6

edited 6:38 AM EDT May 1, 2010
by mudlord at 8:36 PM EDT on May 5, 2010
TODO list: http://mudlord.hcs64.com/forum/showthread.php?tid=8

JILost (spl?): Didn't forget your suggestions.
Forum is back up and faster now.

edited 8:37 PM EDT May 5, 2010
by JILost at 5:36 PM EDT on May 6, 2010
Speaking of my suggestions, I never did see your full response. I posted my original post, you replied, I suggested the "one tab with only the relevant controls" scheme, then the forum died and the thread was gone. Did I miss anything important/useful?
by mudlord at 7:28 PM EDT on May 9, 2010
Well the goal for that is to spawn tabs according to relevance.

So if you play SPC files, you see SPC channel muting, likewise for SAP/VGM files
by Pulstar at 4:32 PM EDT on May 13, 2010
oops wrong topic

edited 4:32 PM EDT May 13, 2010
by Dais! at 11:56 PM EDT on May 20, 2010
MGME is currently the best way to listen to regular SPC files, right?

Like....if I want to pass some SPC format music onto lazy people who don't want to bother with plugins and stuff, I'd use a format write output plugin with in_mgme?

any specific settings to make it sound as true to life as possible?

any reason my throat feels really weird?
by mudlord at 3:00 AM EDT on May 21, 2010
I have not seen any functionality in GME that allows tag editing for its formats D:.

Unless I like somehow...leech some ID666 parser code from SnesAMP and use it.
by Dais! at 3:20 AM EDT on May 21, 2010
well, I'm talking pure listening and recording. If it comes down to it, I can keep track of the SPC information through text files and other notation.
by mudlord at 3:28 AM EDT on May 21, 2010
Ah, well no real settings are needed.

Using the settings already there should make it way more accurate than SnesAMP, thats for sure.

edited 3:29 AM EDT May 21, 2010
by Dais! at 4:29 AM EDT on May 21, 2010
Ah, thanks.

Um, one more question, just because I'm....very easily confused.


in_mgme_1.0 with winamp is superior or equal to the latest foo_gep with foobar, correct?

And there's no way to individual disable formats MGME should handle in winamp?

edited 4:32 AM EDT May 21, 2010
by mudlord at 6:32 PM EDT on May 21, 2010
Well, foo_gep is just ahead with its SGC support. That should be it.

And yeah, no format switches ATM. Might add those when I can. Builds should be on my forum when I get around to the big UI overhaul.
by Dais! at 7:53 PM EDT on May 21, 2010
Alright, thank you. I'll look forward to that.

These forums are such a wonderful resource. I just wish I was educated enough to understand them ;_;
by JudgeIto at 12:39 AM EDT on May 22, 2010
Lurking helps :)

EDIT: Mostly

edited 12:39 AM EDT May 22, 2010
by SmartOne at 3:58 PM EDT on May 24, 2010
Awesome, have you added kode54's Genesis Plus stuff? There seem to be initialization bugs for some VGMs in GEP.
by mudlord at 7:25 PM EDT on May 26, 2010
I had a major setback:

* Main PC utterly fucked and needs to be replaced (planning of a laptop instead)
* Interim PC is extremely anaemic and so I'm using MSVC6 on it. So I have to do another rewrite for it to compile and stuff :S

I'll speak to kode54 on the possibility of using his updated GME, which he updated with the Gens Plus and SGC stuff..
by SmartOne at 9:10 PM EDT on May 26, 2010
Genesis Plus ;)
by mudlord at 8:41 AM EDT on May 27, 2010
Right, Genesis Plus.

I got blargg and kode64's updated GME. With SGC and the GX stuff.

JSYK.

Oh and

*shameless plug*

got a blog for those arsed not to see my forum.
by mudlord at 10:24 PM EDT on June 28, 2010
Updated the plugin with new 0.6.

Has sgc support, and the tag reading bugs are fixed.

Will upload when I can.
by mudlord at 10:45 PM EDT on June 28, 2010
Done. Check
http://mudlord.hcs64.com/audplugins.html
by Franpa at 11:35 PM EDT on June 28, 2010
Hello Mudlord, is at at all possible to get the "track controls" for things like NSF files gain focus when regaining focus on Winamp?

For instance I open Winamp, play a NSF file then open Windows Explorer. Winamp is now behind Windows Explorer right? When I click Winamp on the Taskbar it brings it to the front but the NSF controls stay behind Explorer.

NSF files do not adhere to the 3 minute track length too or it's not displaying the length of the track correctly, I noticed after around 3:20 on the first track of the Japanese Castlevania 3 NSF it changed to the 2nd track.

edited 11:38 PM EDT June 28, 2010

'Kay, it must be silence detection that caused it to change tracks by it self as the first track fades eventually.

edited 11:41 PM EDT June 28, 2010

When it switches from Track 16 to Track 17 (assuming silence detection is implemented) the track number doesn't change to match, it stays showing 16 until you manually skip to another track then back to track 17.

edited 11:51 PM EDT June 28, 2010

Track 27 doesn't get to play fully.

http://www.mediafire.com/file/wzmw24ew0yz/castlevania 3 ntsc.nsf

edited 12:00 AM EDT June 29, 2010
by SmartOne at 12:26 AM EDT on June 29, 2010
DAC panning! :D

Hi-hats in Streets of Rage "Keep the Groovin'" are still sample rate weird-ified. Other than that, I think it's on the same level as GEP! That means weirdness on specific tracks. Faulty initialization in certain cases? Who knows:

Vectorman "Options"
Toejam and Earl "Funkotronic Beat"
Alisia Dragoon "Level 1-2"

It would be cool if the sample rate could be adjusted. As always, thank you for the updates.
by Franpa at 1:54 AM EDT on June 29, 2010
mmmmhmmm it still seems track seeking is broken as a whole.
by mudlord at 3:34 AM EDT on June 29, 2010
Right, I am working on my XMPlay port since I hardly use Winamp anyway. Doing a port would involve a rewrite anyway.
by SmartOne at 7:05 PM EDT on July 1, 2010
Assertion failed! :(
Sms_Apu.cpp
Line 127
end_time >= last_time

Yay debug build. ;) XMPlay port/rewrite will be awesome. Can't wait!
by mudlord at 8:45 PM EDT on July 4, 2010
Oh yes, Fraggie gave some great assistance in the form of player source code for HVL/AHX to help decipher the odd XMPlay plugin architecture.

Which helps as now I know how exactly to handle subsongs *natively*, and above all, XMPlay's weird sample playback system.
by mudlord at 11:43 PM EDT on July 7, 2010
Seeking doesnt seem broken to me. Works for SPC files/VGM/god knows what else.
by Franpa at 2:18 AM EDT on July 8, 2010
Whos that directed at Mudlord?

NSF and NSFE are the only format I have that utilize subsongs.

edited 2:20 AM EDT July 8, 2010
by mudlord at 6:09 AM EDT on July 8, 2010
Again, subsong seeking works here.

by Franpa at 1:15 PM EDT on July 8, 2010
Yes it works as in it changes track but it will may not play the new track fully, instead skipping to the next one prematurely and not updating the current track number correctly.

I use the default output plugin with Winamp, if you think I have switched from Winamp then I don't know why.

http://www.mediafire.com/file/t0docjegwoa/Castlevania%202%20-%20Simons%20Quest.nsf

Try skipping to track 10, for me track 10 will end prematurely and go kinda haywire before falling silent/stopping.
by Mouser X at 6:44 AM EDT on August 3, 2010
Well crud.... I intended to update MGME awhile ago, but I never got around to it. It seems that mudlord's stuff has disappeared again. Did anyone happen to grab MGME 0.6, and could they put it somewhere where I could get it? I'd greatly appreciate it. Mouser X over.
by mudlord at 8:35 PM EDT on August 3, 2010
I am getting my own domain, with Subversion/Mecurial hosting. Most likely at mudlord.info. So hcs can delete mudlord.hcs64.com at will :).

Will take about 5-7 working days till I rewrite the site to be more professional and upload everything.

Sorry bout that.
by mudlord at 8:44 PM EDT on August 6, 2010
Actually no, the site will stay:

1) One makes a payment using *Paypal*
2) One realises that thy should have gone with Dreamhost and cancels.
3) Hosting company goes without a hitch in cancelling,
4) HOWEVER, Paypal still withdraws money, causing my bank account to be overdrawn by around 150 bucks and acts as if it never happened.

So I am grateful for hcs's hostage. Its just now I am in a major financial pickle thanks to PayPal.
by Franpa at 5:47 AM EDT on August 10, 2010
I too am interested in a download, Winamp fucked it up after I upgraded >.>
by mudlord at 1:47 PM EDT on August 11, 2010
Went with dreamhost.

It will take a while till www.mudlord.info is ready though.
by Franpa at 4:37 AM EDT on August 12, 2010
Well, I realized I kept a copy of the file outside of the Winamp folder so all is good here. It's the v1.0 Alpha.
by Mouser X at 1:43 PM EDT on August 12, 2010
If you check mudlord's new site, the plugin is there. There's no HTML stuff in place, so you're viewing it as a directory structure, but it is there and available for download. I've already grabbed it (thanks, btw, mudlord). Mouser X over and out.
by mudlord at 9:03 PM EDT on August 12, 2010
Site is down atm for fixing up/etc

Should be working in the next 2-3 working days. On a different domain, not sure but still same file host. I plan to do a proper layout this time with forums/blogs/etc.

So yeah, if people want a copy of the current DLL, they can ask now while im watching here.
by Elven Spellmaker at 9:31 PM EDT on August 12, 2010
May I be so bold as to ask what MGME actually does? Is it just a SNES SPC player plugin?
by Mouser X at 12:11 AM EDT on August 13, 2010
No, MGME is a port of GME (most recent version here). As you can see, GME can replace SNESAmp, NEZplug (and NotsoFatso for that matter), in_vgm, and possibly others. The port is still in the early stages (at least, the last time I used it, some things didn't work), but the potential is very promising. If implemented well, it could replace 4 plugins (I still use NotsoFatso along with NEZplug), and that could be very useful.

So, yes, it plays SPCs, but it does way more than that. I'm hoping the issues are cleared up (I haven't used the the most recent version yet), because if they are, it could simplify my Winamp installation a lot. Mouser X over and out.
by Franpa at 3:41 AM EDT on August 13, 2010
I believe Mudlord has lost interest in the Winamp side of things with his plugin :/
by mudlord at 6:09 PM EDT on August 13, 2010
Eh?

What made you come up with that conclusion?
by mudlord at 9:10 PM EDT on August 29, 2010
New bugtracker:

http://flyspray.mudlord.info/

Please post ALL bugs there. Would be helpful if people could post every bug they can think of, or suggestion into there instead of here. At least then I would look at it :).
by Franpa at 3:16 AM EDT on August 31, 2010
How do you post bugs there? I see no button or link for making a new report.
by mudlord at 8:00 PM EDT on August 31, 2010
"Open a new task anonymously"

:P

Or you create a account on the tracker. :)

edited 8:01 PM EDT August 31, 2010
by Franpa at 1:05 AM EDT on September 1, 2010
I did make an account but there is no button for making a report. If you could provide a print screen with an arrow pointing to the button or something then that would be great.

When not logged in, you have to view an existing report to see a button for making a new report.
by mudlord at 2:24 AM EDT on September 1, 2010
Sigh, not true.....

http://stashbox.org/991017/Capture.JPG

You change the default project to MGME and then post....
by Franpa at 10:04 AM EDT on September 1, 2010
Still, there is no button when logged in. Only when not logged in I can make a report.

edited 1:30 AM EDT September 2, 2010
by mudlord at 6:50 PM EDT on September 1, 2010
"Open a new task"????

>.>
by Mouser X at 7:09 PM EDT on September 1, 2010
I'm pretty sure he means that it's not showing up for him. Franpa, why don't you post a picture, both logged in, and not logged in. This looks a lot like the bug tracker that Rockbox uses, and I recall having a hard time finding how to add new tasks as well. Check your user settings/options/whatever. Perhaps it's hidden somewhere, or perhaps it requires permission from an admin for the option to be enabled. Obviously, you two are suffering from a communication problem (in part), and it sounds to me like the "new task" link/button isn't showing up at all for Franpa. I doubt I helped much, but hopefully it can at least clear up that issue. Mouser X over and out.

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