Author Topic: OSME library update  (Read 1988 times)

0 Members and 1 Guest are viewing this topic.

Offline KrazyK

  • Amiga 1200
  • ****
  • Posts: 390
  • Karma: 131
    • View Profile
    • KrazyK Remakes
OSME library update
« on: January 30, 2026 »
I've been working on the original source of the Oldskool music engine and have managed to get it to dump all 14 music registers, not the the 3 main channel volumes and read them real-time. Been meaning to do this for a long time.
Its's till a WIP but here's a few screenshots of it working.
Challenge Trophies Won:

Offline ttemper

  • Amiga 1200
  • ****
  • Posts: 267
  • Karma: 7
    • View Profile
Re: OSME library update
« Reply #1 on: February 04, 2026 »
very nice... so the plan is to bring it into 2026 and hit the ground running?

i think i still use the old osme on some prods. what formats will be supported? all the same as usual, or more?

Offline KrazyK

  • Amiga 1200
  • ****
  • Posts: 390
  • Karma: 131
    • View Profile
    • KrazyK Remakes
Re: OSME library update
« Reply #2 on: February 07, 2026 »
Something like that mate. 👍
I've dumped the 14 bytes of data from the YM registers in real-time so I can read frequencies, tone, pitch, mixer, envelope, volumes etc. Which makes visualisations a lot more interesting.

It's still x86 based as the back end 68k emulation code was written for 32bit architecture and my C++ skills aren't good enough to convert everything needed for a x64 re-write of it when it comes to memory allocation and pointers etc. I'm sure there are some very skilled C coders on here that  could do it though. 😀
I'll release a little demo of it in action soon.
Challenge Trophies Won:

Offline ttemper

  • Amiga 1200
  • ****
  • Posts: 267
  • Karma: 7
    • View Profile
Re: OSME library update
« Reply #3 on: February 10, 2026 »
I've dumped the 14 bytes of data from the YM registers in real-time so I can read frequencies, tone, pitch, mixer, envelope, volumes etc. Which makes visualisations a lot more interesting.

ahh right, pulling data for graphic visualizations.

I'll release a little demo of it in action soon.

nice.

Offline Knurz

  • Atari ST
  • ***
  • Posts: 121
  • Karma: 25
    • View Profile
    • GitHub Repository
Re: OSME library update
« Reply #4 on: February 11, 2026 »
Something like that mate. 👍
I've dumped the 14 bytes of data from the YM registers in real-time so I can read frequencies, tone, pitch, mixer, envelope, volumes etc. Which makes visualisations a lot more interesting.

It's still x86 based as the back end 68k emulation code was written for 32bit architecture and my C++ skills aren't good enough to convert everything needed for a x64 re-write of it when it comes to memory allocation and pointers etc. I'm sure there are some very skilled C coders on here that  could do it though. 😀
I'll release a little demo of it in action soon.

You talking about this repo: https://github.com/slippyex/OSME ?

Remember what the dormouse said: Feed your head

Offline KrazyK

  • Amiga 1200
  • ****
  • Posts: 390
  • Karma: 131
    • View Profile
    • KrazyK Remakes
Re: OSME library update
« Reply #5 on: February 11, 2026 »
Yeah, that's the one i've been messing with. Are you up for the challenge?
Challenge Trophies Won:

Offline Knurz

  • Atari ST
  • ***
  • Posts: 121
  • Karma: 25
    • View Profile
    • GitHub Repository
Re: OSME library update
« Reply #6 on: February 12, 2026 »
Yeah, that's the one i've been messing with. Are you up for the challenge?

I have to reinstall my virtual machine with Windows, but yea..  I like modernizing old code.
But.. I do not have a clue what the Basic Runtime you're using needs.

Remember what the dormouse said: Feed your head

Offline KrazyK

  • Amiga 1200
  • ****
  • Posts: 390
  • Karma: 131
    • View Profile
    • KrazyK Remakes
Re: OSME library update
« Reply #7 on: February 13, 2026 »
You'll need directx sdk and windows dev kits installed.
There's also sc68 on sourceforge to help develop a dll/static lib.
Way sbove my c knowledge though.
https://sourceforge.net/projects/sc68/
Challenge Trophies Won:

Offline Knurz

  • Atari ST
  • ***
  • Posts: 121
  • Karma: 25
    • View Profile
    • GitHub Repository
Re: OSME library update
« Reply #8 on: February 14, 2026 »
You'll need directx sdk and windows dev kits installed.
There's also sc68 on sourceforge to help develop a dll/static lib.
Way sbove my c knowledge though.
https://sourceforge.net/projects/sc68/

I've reinstalled a W11 (what a horrible user experience btw.) in a VM.
It seems that the sc68 can be compiled w. GCC under linux too - the configure/make system seems up to date, I got no errors creating the Makefile.

That said, and being impressed by the compatiblity of the make system, I ran into some issues building all the tools and utilities w. sc68-package.
(They're doing some nasty typecasts w. function-pointers which is not very well tolerated by gcc).

Just to know the big goal w. this: You want a DLL with exported functions that you can call from the PureBasic-Runtime ?

/cheers


Remember what the dormouse said: Feed your head

Offline KrazyK

  • Amiga 1200
  • ****
  • Posts: 390
  • Karma: 131
    • View Profile
    • KrazyK Remakes
Re: OSME library update
« Reply #9 on: February 14, 2026 »
Yes, the goal is to have a dll and/or static lib with exports to call in PB (x64)  Same functions as OSME plus a register dump.
Challenge Trophies Won: