| real name: |
mike tedder (email: mike@tedder.com -- *please* use bpoint@parodius.com for PS2PC-related inquires/comments/etc.) |
| about me: |
currently working for a game company by the name of Z-Axis
in San Mateo, CA., doing realtime 3D engine work for PSX (and soon-to-be PSX2). |
| previous project(s): |
Project UnReality (a Nintendo 64 emulator), discontinued by me, but
currently in the hands of a quite-capable programmer. this person
wishes to remain anonymous at this time -- do not email me asking for any
information about the emulator. I was required to discontinue work
on Project UnReality due to the fact that I would have access to Nintendo
64 information at Z-Axis, and this information could potentially be used
in development of the emulator. I am now under NDA, so don't waste
my time asking for Nintendo 64 technical information. |
| current project(s): |
DeltaPlayer, a tracked music and MPEG audio replayer for Win95/98/NT
-- currently ON HOLD.
Zengine, a realtime 3D engine for Win32-based applications -- currently
ON HOLD. |
|
|
Meet my Chocobo, "Angel!".
Click HERE to get
your own Chocobo!
latest version/build of DeltaPlayer: version
1.3, Alpha Build 916
download DeltaPlayer: here
DeltaPlayer has a mailing list for discussion and announcements. click
here.
new features in past few releases:
-
NESA support is coming along fairly well... much thanks to Y0SHi for his
excellent NES tech doc and to Morgan for his help. there are still
some problems to work around before NESA is truly "supported", and a release
won't be out until these problems are fixed. on the plus side, I
had to add a deltatime replayer in order to play music in NESA format.
this means that a MIDI loader/player wouldn't be too far off since it would
require a deltatime replayer as well... more to come on this soon!
-
added F12 keypress toggle to 'pause' GUI output and substancially drop
CPU usage. (allowing multitasking to proceed without audio buffer
drops.)
-
toyed with the amplification in the mixer device. it turns out there's
not much I can do about the clipping, so I have just generally lowered
the volume of the mixer, and eventually will add in a master volume control
that can exceed 100% of standard volume so amplification will occur...
-
functional IT (Impluse Tracker) playback. lack of NNAs, virtual channels,
*and* effects, so ITs will most likely sound weird.
-
added a textmode GUI (sort-of). this GUI is pretty buggy, as text
overwrites occur frequently. also note that the GUI has many other
problems that are "just plain bad". this console-based version is
more for those people who prefer the command line, like Cubic Player.
eventually there will be a windows GUI version that is prettier.
:) also when DeltaPlayer is in a window and does not have focus in
Win95, the console will only update approximately once per second.
this is not my problem, as this works perfectly fine under NT. (Win98
has not been tested.) for some other strange reason, NT seems to
lack the "bright black" color (color 08h). this is disgustingly mapped
to "light grey" (color 07h). again, not my problem. consoles
weren't made to do cool stuff with, I guess.
-
added stereo support to streams (WAV and MP1/MP2/MP3 files will now play
in stereo).
-
fixed synchronization problem with WAV files.
-
swapped function of /q and /p options (high-quality mixer and interpolation
are now turned OFF with these switches).
-
left in some debug code for people to play with. :) search
for it, you'll find it. (don't ask me about it, that would be cheating
:) )
currently working on: (in order of priority)
-
adding NESA support to playback pre-recorded NES tunes (like SPCPLAY and
SIDPLAY, but related to the NES). A/NES
(click here for the homepage) is an Amiga-based NES emulator that records
NESA files. you can also contact Morgan
Johansson <morgan.johansson@mbox301.swipnet.se> for information
relating to A/NES.
-
the GUI's pattern display (for the effects) are all wrong... :( these
need to be fixed.
-
master volume control within GUI.
-
decoding IT effects and adding NNA/virtual channel support. because
I want to do this "cleanly", a semi-major overhaul will have to be done
in the device code layer. as an advantage, however, silent channels
won't be allocated (which are now :) ) if they're not used for static sound
or streaming purposes.
-
fix some sample clicking problems at loop points (ugh, will they EVER go
AWAY?!#@%&).
-
I'll be darned, but I think there's a *gasp* BUG *gasp* in the ST3 Volume
Slide effect. I was listening to STRSHINE.S3M last night and it was
severely wrong. this definitely needs more research...