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Messages - vtlmks

Pages: [1] 2 3
1
Projects / mindsid, a sidplayer..
« on: June 16, 2026 »
I've had too much time for a while, so I wrote a sidplayer, it can play normal sids, rsid's and also multisid songs up to 3 sids, I have a version for both windows and linux with and without "UI", I'm not completely ready to release it yet, since the filters are not 100% where I want them, I will also release a static lib that can be linked with for remakes or whatever...

2
Projects / Re: Amiga exotic players
« on: April 27, 2026 »
No worries, wasn't discouraged at all, I just wanted to be transparent about what triggered the heuristics. Glad it works on Win11!
I will dig into Face the Music, I didn't test each format extensively, so I likely missed some details.. possibly there is also some versioning issues.

3
Projects / Re: Amiga exotic players
« on: April 26, 2026 »
@vain

Saw another message from you so I reply to that here since it's kinda related:

The "@OARV1" header is just a wrapper around an lh.library compressed SOARV1.0 module. lh.library is a 1990s Amiga compression library by Holger Burkhardt (LH algorithm, related to LHA but with its own header layout). Once you decompress the payload, what comes out is a normal SOARV1.0 module, so the rest of your existing loader/player handles it without changes.

For the decompression step itself, the easiest reference is NostalgicPlayer's C# source. The Sonic Arranger module-converter has the lh.library logic alongside the packed-format detection. Porting it gives you support for "@OARV1.0" plus any other Amiga module that ships through lh.library packing.

If you don't want to port the decompressor yourself, you can also pre-process the files offline with an Amiga lh.library tool and feed the unpacked SOARV1 to your player as-is, but doing it in-loader is the better long-term path since the same code unlocks lh-packed variants of other formats.

I haven't ported it myself yet either; my Sonic Arranger loader currently rejects "@OARV1.0" for the same reason you're stuck. It's on my TODO list, just not high priority since there are very few packed Sonic Arranger modules in the wild.

/vtlmks


4
Projects / Re: Amiga exotic players
« on: April 26, 2026 »
@va!n

sorry, got a bit worried about my program being flagged so I got a bit tunnel vision going on and didn't reply to your message :)

I have looked for a Sonic Arranger player for a long time and never found one, nice there are more people that are interested in writing players, future composer has so many good songs as well.
I am considering writing a player that is mainly for exotic amiga modules, I know I can play them on xmplay with delix plugin, or audacious with the uade plugin, but I've always wanted to make a winamp like player, and I like that kind of look too..

/Vtlkms

5
Projects / Re: Amiga exotic players
« on: April 26, 2026 »
The source for the executable is in the repo:
amiga_exotic_players/test_player/test_player_win.c

The reason for the false positives is that the build was unusual. I was trying to make a single .exe with zero installed-runtime dependency, which led to a build profile that looks like the textbook "shape" of a packer or shellcode loader to heuristic AV engines. The "Gen:Variant.Lazy" family is specifically Bitdefender's structural heuristic, which a dozen other engines license, which is why the same pattern showed up under different names across so many vendors. The "!ml" suffix means machine-learning detection, not a signature match.

The main flags it hit:

CRT-free build with a custom mainCRTStartup entry, hand-rolled memset/memcpy/sin, etc. baked into the binary. Almost no legit Windows software does this.
Imports only kernel32, user32, winmm. A minimal import table is a known indicator for binaries that resolve APIs dynamically at runtime.
No VERSIONINFO resource, no application manifest, missing ASLR/DEP/NX bits.
Unsigned (the biggest factor long-term, but signing certs cost money).

Made a new executable (VirusTotal screenshot attached, now 0/71).

Its roughly twice the size, which is the cost of linking with the standard CRT:

Imports: KERNEL32.dll, msvcrt.dll, WINMM.dll. Three system DLLs, all present on every Windows since the 90s, no installed runtime needed.
DllCharacteristics: HIGH_ENTROPY_VA, DYNAMIC_BASE, NX_COMPAT (full ASLR/DEP/NX).
VS_VERSION_INFO block, embedded application manifest, normal int main() entry, recognizable CRT call shape in the code section.

Looks like a normal program now.

Code is pushed to the repo.

/vtlmks

6
Projects / Re: Working on a tiny little project..
« on: April 26, 2026 »
The source for the executable is in the repo:
amiga_exotic_players/test_player/test_player_win.c

The reason for the false positives is that the build was unusual. I was trying to make a single .exe with zero installed-runtime dependency, which led to a build profile that looks like the textbook "shape" of a packer or shellcode loader to heuristic AV engines. The "Gen:Variant.Lazy" family is specifically Bitdefender's structural heuristic, which a dozen other engines license, which is why the same pattern showed up under different names across so many vendors. The "!ml" suffix means machine-learning detection, not a signature match.

The main flags it hit:

CRT-free build with a custom mainCRTStartup entry, hand-rolled memset/memcpy/sin, etc. baked into the binary. Almost no legit Windows software does this.
Imports only kernel32, user32, winmm. A minimal import table is a known indicator for binaries that resolve APIs dynamically at runtime.
No VERSIONINFO resource, no application manifest, missing ASLR/DEP/NX bits.
Unsigned (the biggest factor long-term, but signing certs cost money).

Made a new executable (VirusTotal screenshot attached, now 0/71).

Its roughly twice the size, which is the cost of linking with the standard CRT:

Imports: KERNEL32.dll, msvcrt.dll, WINMM.dll. Three system DLLs, all present on every Windows since the 90s, no installed runtime needed.
DllCharacteristics: HIGH_ENTROPY_VA, DYNAMIC_BASE, NX_COMPAT (full ASLR/DEP/NX).
VS_VERSION_INFO block, embedded application manifest, normal int main() entry, recognizable CRT call shape in the code section.

Looks like a normal program now.

Code is pushed to the repo.

/vtlmks

7
Projects / Amiga exotic players
« on: April 26, 2026 »
I can't say I've tested everything, but I have ~40 replayers converted to C, and I've written two replayers that I have missed for quite a while, a real soundtracker replayer that don't use protracker effects (supports modules made in Ultimate Sound tracker by karsten obarski) so now rallyemaster.mod sounds correct, and the other modules that also used arpeggio but got some other weird effect insted..  and I made a player for Fashion Tracker, which has stopped one remake I wanted to do, so that demo might now be done :)

Enough blabbering, here is the repo:  https://github.com/vtlmks/amiga_exotic_players

I also include a zip file with a compiled testplayer that you can test various modules, I have only tested it in WINE on linux, but it should work on windows 7+ without any dependencies!

/Vtlmks

edit: updated the executable with the new one that doesn't trigger virustotal

8
Projects / Working on a tiny little project..
« on: April 25, 2026 »
A bunch of amiga players, ported from C# in the project NostalgicPlayer to pure C with a simple interface to make it as simple as possible to use, these are the formats!

Activision Pro
AHX 1.x / 2.x / HivelyTracker
AMOS Music Bank
Art Of Noise (4v / 8v)
Ben Daglish
David Whittaker
Delta Music 1.0
Delta Music 2.0
DigiBooster 1.x
DigiBooster Pro 2.x / 3.x
Digital Mugician (1 / 2)
Digital Sound Studio
Face The Music
Fred Editor
Future Composer 1.4
Game Music Creator
Hippel
IFF SMUS
InStereo! 1.0
InStereo! 2.0
JamCracker
MED 1.12 / 2.00
Music Assembler
OctaMED MMD0/1/2/3/MMDC
Oktalyzer
PumaTracker
QuadraComposer
Ron Klaren
Sample (8SVX / 16SV / AIFF / WAV)
SidMon 1.0
SidMon 2.0
Sonic Arranger
Sound Control (3.x / 4.0 / 5.0)
Sound Factory
SoundFX 1.x / 2.0
SoundMon 1.1 / 2.2
Synthesis 4.0 / 4.2
TFMX 1.5 / Pro / 7v
Voodoo Supreme Synthesizer


At the moment all seem to work, except for the MMD2 format that I will debug later tonight..  I am travelling right now, but I will put these up on github when done. Should help with some possible demo remakes I hope!

/Vtlmks

9
Projects / Re: Beyond Force - Flexible Logo
« on: February 13, 2026 »
So I recompiled the libraries with clang-cl which should produce 100% native windows static libraries, please try them, with this you don't need to change backend, the *.a file is the linux static library.

10
Projects / Re: Beyond Force - Flexible Logo
« on: February 10, 2026 »
With some help it looks like the issue is that the .lib files are compiled with MinGW (GCC), and PureBasic's default ASM backend uses MSVC's linker which can't read that object format. Try compiling with the C backend instead (pbcompilerc, or enable it in Compiler Options in the IDE) - it uses GCC internally so it reads the MinGW .lib files natively. The C backend is actually faster too since it gets GCC's optimizer.


11
Projects / Re: Beyond Force - Flexible Logo
« on: February 07, 2026 »
Sure thing :)

Since I have no experience with purebasic I got some help from Claude(llm) to do this, I hope it will work, but the documentation looks sane. Please test and tell me if it works or if I need to do something more.

There are quite a few triggers you can read from depending on if you need just the trigger or trigger + volume, it was added as I needed it so it's a bit of a mess.. sorry about that.. hope it works out..

12
Projects / Re: Beyond Force - Flexible Logo
« on: February 06, 2026 »
Hi :)

Yeah, framework is more or less done, there is small things added over time, but it's very simple to use now.. I have more comming soon..

13
Projects / Beyond Force - Flexible Logo
« on: January 31, 2026 »
Remake of Flexible Logo by Beyond Force (1990)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

14
Projects / Re: Supplex - B.CKid + Trainer
« on: January 16, 2026 »
I love the AmigaDOS window at the start with the decrunch effect! :)

15
Projects / Triad - First Demo
« on: December 27, 2025 »
Remake of First Demo by Triad (1987-08)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

16
Projects / Re: Alcatraz - Autokick 1.7
« on: December 26, 2025 »
Thanks :)...  yeah it's nice, and there is a separate shader that does phosphor decay simluation, kind of.. but only at 50Hz so it's not very precise, I uploaded a new remake just now where it is actually useful, when the bob-vector move fast, the decay shader makes it look a bit smoother.

trivia: I did have an 8-pass shader for a while, with more bloom, but I reverted back to this, just the decay shader + crt-shader, since the other one was a bit heavy.. :)

17
Projects / Warfalcons - Wings of Victory
« on: December 26, 2025 »
Remake of Wings of Victory by Warfalcons (1990-02)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

18
Projects / Alcatraz - Autokick 1.7
« on: December 22, 2025 »
Remake of Autokick 1.7 by Alcatraz (1988-09)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

19
Remake of Fire and Brimstone ++ by Fraxion and Vision Factory (1990-06)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

20
Projects / Alpha Flight - Dr.Mabuse first intro
« on: December 18, 2025 »
Remake of Dr.Mabuse first intro by Alpha Flight (1987-09)

Controls:
- F11: Toggle fullscreen
- F12: Toggle CRT shader
- ESC: Exit

Code is at: https://github.com/vtlmks/amiga_remakes

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