Mariopants v1.0 beta
BotB Academy Bulletins
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24884 :: 2013.02.24 10:01pm :: edit 2013.07.10 8:19am ::
  
  anewuser, Xemogasa, goluigi, Slimeball, Jangler and Doxic liēkd this
  
  ant1 hæitd this
I have officially release Mariopants v1.0:

http://rainwarrior.ca/projects/nes/mariopants.html

For a linux build, see Grumskiz' post below.


Over the last few days I wrote a new tool, intending to address the usability issues of the old ShroomPlayer toolset. I tihnk it's almost ready to release, but I'd like to give it a short beta test first. Please try it out, let me know if you find any bugs.
 
 
Level 30 Mixist
Baron Knoxburry
 
 
 
post #24885 :: 2013.02.24 11:08pm ::
  
  goluigi and Slimeball liēkd this
sweeeeeeeeeet
 
 
Level 29 Mixist
goluigi
 
 
 
post #24886 :: 2013.02.24 11:36pm ::
  
  Xemogasa and Tuxxy Brown liēkd this
yes good thank you a lot great tool
 
 
Level 10 Pixelist
DallOner
 
 
post #24887 :: 2013.02.24 11:38pm ::
  
  goluigi liēkd this
the program is good but gives me an error when trying to save "unknown extension" maybe it's the OS. Win7
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24888 :: 2013.02.24 11:47pm ::
You need to put .sho on the end of the file.

When I upload the next version it will fill that in for you by default instead. Also fixed: eraser does not undo properly.

Still fixing: info page is broken, not sure what happened to my font rendering. :(
 
 
Level 22 Chipist
Doxic
 
 
 
post #24889 :: 2013.02.24 11:48pm ::
  
  Flaminglog, Baron Knoxburry, xterm, Slimeball and goluigi liēkd this
The compo was a success! \:D/

Props to rainwarrior for making this!! <3 <3 <3

ALL DOGTUNE FROM NOW ON!!!
 
 
Level 10 Pixelist
DallOner
 
 
post #24890 :: 2013.02.24 11:53pm ::
  
  goluigi liēkd this
ty for the solution!. hahaha Ignorant Dall xD hahaha
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24901 :: 2013.02.25 1:00am :: edit 2013.02.25 1:01am ::
  
  goluigi, Slimeball and Doxic liēkd this
Okay, beta 2 is up. That'll be it for tonight.

- default .sho extension applies now
- info page is no longer broken
- fixed undo for eraser
- bouncing dot

Features I am considering for later include let you play back the beat at the cursor position for preview, some "easy erase" like a right mouse click or something, and a few other things that are secret for now.
 
 
Level 24 Chipist
Tilde
 
 
 
post #24902 :: 2013.02.25 1:16am ::
  
  Slimeball and goluigi liēkd this
Right click for easy erase was just what I was itching for while I was messing around.
 
 
Level 30 Mixist
Baron Knoxburry
 
 
 
post #24918 :: 2013.02.25 12:40pm ::
  
  Slimeball hæitd this
  
  mootbooxle, goluigi and Slimeball liēkd this
I want to compile on mac so I can mariopaint at work!
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24920 :: 2013.02.25 1:59pm :: edit 2013.03.02 10:38pm ::
Linux/Mac programmy people, source is available at the page linked in the OP.

Programmers will need SDL 1.2, and then write a mac.cpp/linux.cpp based on win32.cpp. Compile with all the .cpp files (excluding win32.cpp) and you should hopefully have a working build.

If you succeed, send me the nes mac/linux.cpp file, and the makefile/project file needed to build it. Please keep it as minimal as you can. You shouldn't need to change any of the existing files, but if this is required let me know.
 
 
Level 0 n00b
TomBobBlender
 
 
post #24945 :: 2013.02.25 9:07pm ::
  
  Interrobang Pie, Slimeball, Soiled Bargains, goluigi and Doxic liēkd this
Nice job on the program, rainwarrior! I can't wait to see what other plans you may have for this.
 
 
Level 30 Mixist
mootbooxle
 
 
 
post #24951 :: 2013.02.25 9:40pm ::
I sure do miss the sound fx when you undo or erase. I know that's silly, but I do!

I would also really like it if you could scale the window 2x. It's just a bit small for me at 1080p.

Other than that, it's freaking beautiful! Great job rainwarrior!
 
 
Level 24 Chipist
Tilde
 
 
 
post #24952 :: 2013.02.25 9:41pm ::
  
  Roofie and mootbooxle liēkd this
Oh yeah, the dog absolutely has to bark. This program is not ready for release until he does.
 
 
Level 10 Pixelist
DallOner
 
 
post #24954 :: 2013.02.25 10:10pm ::
Battle Battle Battle Battle Battle Battle Battle Battle Battle Battle Battle Battle!!!
 
 
Level 21 Mixist
Roofie
 
 
 
post #24958 :: 2013.02.25 11:37pm ::
  
  goluigi and Tuxxy Brown liēkd this
yes teh doge must bark when u undo
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24976 :: 2013.02.26 12:37pm :: edit 2013.02.26 3:06pm ::
  
  mootbooxle liēkd this
Very well, your majesty.

Check OP for beta 4 release. Changes since beta 2:

- version number
- windows exe version info (does this satisft Avast?)
- X/Delete now erase
- B/right-click/ctrl+click now preview a beat
- increased base volume of samples
- removed jitter feature
- channel select feature
- allowing *.* in file selector
- allowing save/load from zs0-9 files
- shortened middle-C ledger line
- invalid data will be automatically corrected
- edit buttons have sound effects
- allow tempo adjust during playback
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24983 :: 2013.02.26 3:41pm ::
This is a demonstration of why I wrote the channel select feature:
https://dl.dropbox.com/u/883356/channel_selector_demo.sho

(Read the advanced techniques section of mariopants.txt for an explanation.)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24984 :: 2013.02.26 4:54pm :: edit 2013.02.26 5:18pm ::
  
  Interrobang Pie and Slimeball liēkd this
I discovered saved zst files did not have the correct playback tempo even though the slider was at the correct position. I managed to reverse engineer the actual playback tempo (the number 3291161 was important). This will be fixed in beta 5.

I also put in stupid bouncing mario, so don't request that anymore. ;P While I was at it I fixed the bugged bouncing dot position for very short songs.
 
 
Level 24 Chipist
Tilde
 
 
 
post #24990 :: 2013.02.26 5:19pm :: edit 2013.02.26 5:23pm ::
  
  mootbooxle liēkd this
Awesome. Only thing now is, we need some way of turning on per-note channel labels.

(the MP sound effects are glorious)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #24994 :: 2013.02.26 7:00pm ::
I'll consider channel labels. Though, I actually kind of think it's fun to not have them for this "advanced" feature, so you have to use your memory.
 
 
Level 24 Chipist
Tilde
 
 
 
post #25012 :: 2013.02.27 2:42am ::
I think that sense of fun may be a very personal thing.
 
 
Level 24 Chipist
Interrobang Pie
 
 
 
post #25013 :: 2013.02.27 2:54am ::
Some nitpicking: pressing the loop button shouldn't stop the song from playing, and right-click should be a shortcut to the eraser (instead of playing the selected "column", perhaps that should be changed to middle click?)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25014 :: 2013.02.27 3:37am :: edit 2013.02.27 3:54am ::
There's a bunch of edge cases for updating the loop setting during playback, partly due to multithreading. The reasons are similar to why the latency is shot to hell if you change tempo while playing. Given time and some careful though it could be done, but this is not worth it to me. I implemented tempo during playback specifically because it is hard to tune otherwise. Looping does not have that problem.

I'm not going to change the operation of right click. What it "should" do is highly subject to opinion, and I'm not going to go down that road. (I'm not going to implement key reassignment either, this is not worth the time, to me.)

In addition to the three keyboard keys already given to the eraser I will make shift+click erase as well. It's not what you've requested, but I hope it meets some of your desire. If this is not enough you will have to implement what you want yourself when I release the source, sorry.


Sorry to be dismissing your points. I don't want to sound like a jerk, but I had already considered these things. I could take trivial suggestions forever, but at some point I need to shut the door on it and get this thing finished (that point is nearing). So... suggestions I take will need to be very easy to implement, or have good functionality to them that I agree is worthwhile.

Feel free to keep suggesting small (and large) things. I don't mind. Please be aware, however, that I am likely to dismiss them. (Sorry.)


Also, Tilde, I did implement the channel display as an option enabled by the keyboard. When I said I find it fun to work from memory, I indeed was referring to how I personally feel about it. I did see the functionality of the idea, and it was easy to do, so I did it already.
 
 
Level 24 Chipist
Tilde
 
 
 
post #25015 :: 2013.02.27 4:03am ::
  
  Interrobang Pie hæitd this
Oh, herp. I thought you were actually implying it was a good reason not to implement it. My bad.
 
 
Level 24 Chipist
Interrobang Pie
 
 
 
post #25016 :: 2013.02.27 4:14am ::
Are you saying 1) right-click to erase is not easy to implement and 2) intuitive controls are not worthwhile?
 
 
Level 24 Chipist
Tilde
 
 
 
post #25017 :: 2013.02.27 4:16am ::
...Me? I'm talking about his specific response to me.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25018 :: 2013.02.27 4:22am ::
I'm saying what right click should be doing, and what is "intuitive" is your opinion, and not mine, sorry. It's not about ease of implementation.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25020 :: 2013.02.27 4:37am :: edit 2013.02.28 12:30am ::
  
  sethdonut liēkd this
Check OP for beta 6 release. Changes since beta 4:

- playback tempo now correct in .zst savestates
- F7 shows channel usage
- bouncing dot replaced by mario
- shift+click is erase now
- F8 now toggles right click between listen or erase.

Please continue to report bugs and give suggestions.
 
 
Level 24 Chipist
Tilde
 
 
 
post #25021 :: 2013.02.27 4:39am :: edit 2013.02.27 4:42am ::
I'm pretty astonished at how quickly you've fleshed this out.

The way I envisioned the beat preview working was, it'd include the note at your current mouse position if you had placed it there, before you actually did. It's a negligible change now that you've added a quick erase, but that's the idea.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25032 :: 2013.02.27 12:42pm :: edit 2013.02.27 12:58pm ::
  
  goluigi, mootbooxle and Slimeball liēkd this
You know what I can just put right click's function on a toggle. In the next version (beta 6) press F8 to swap between right click listen and right click erase. Download it from the OP.
 
 
Level 30 Mixist
mootbooxle
 
 
 
post #25033 :: 2013.02.27 2:40pm ::
  
  goluigi and xterm liēkd this
You're awesome Rainwarrior.
 
 
Level 10 Pixelist
DallOner
 
 
post #25035 :: 2013.02.27 3:59pm ::
Man u have so much free time! xD hahaha continuous, this being really cool.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25043 :: 2013.02.27 7:40pm ::
I don't have that much free time, I just spent it all on this for a few days. :S
 
 
Level 10 Pixelist
DallOner
 
 
post #25045 :: 2013.02.27 8:11pm ::
Same, U are my Hero! good job!
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25054 :: 2013.02.28 12:29am :: edit 2013.02.28 12:43am ::
Beta 7:

- Press F6 to play song from current position
- Default file extension will now be the selected extension, not .sho

See OP for download. This will likely be the last version before release, unless somebody discovers some good bugs, or has a really cool and implementable suggestion.
 
 
Level 24 Chipist
Tilde
 
 
 
post #25063 :: 2013.02.28 7:14am :: edit 2013.02.28 10:01am ::
Well, if Mario isn't running on bars that don't play notes, now would be the time to fix that.

My priorities are in the right place.
 
 
Level 29 Chipist
Jangler
 
 
 
post #25068 :: 2013.02.28 8:56am ::
haha you guys are ruthless
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25072 :: 2013.02.28 10:51am :: edit 2013.02.28 11:36am ::
I'd implement running mario, but then you'd ask for bouncing notes. ;)
 
 
Level 24 Chipist
Tilde
 
 
 
post #25073 :: 2013.02.28 11:35am ::
Oh shit, I totally forgot about bouncing notes!!
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25074 :: 2013.02.28 12:39pm ::
Beta 8 (see OP)

- mario runs or whatever
 
 
Level 10 Pixelist
DallOner
 
 
post #25076 :: 2013.02.28 3:47pm ::
Man Can u add the Shy Guy tone!? or is harder or imposible?
 
 
Level 24 Chipist
Interrobang Pie
 
 
 
post #25077 :: 2013.02.28 4:11pm ::
DallOner - the Shy Guy, coin and Pirhana Plant tones were only in Mario Paint Composer, which was an extended version made for PC by a fan. Mariopants and the .sho format are based off of the original Mario Paint for SNES, so they can't be added!! </3

(They didn't sound good anyway)
 
 
Level 10 Pixelist
DallOner
 
 
post #25078 :: 2013.02.28 4:16pm ::
:S i know... but well... only shy guy sound good xD hahaha whatever...
i look forward to the next beta :D
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25127 :: 2013.03.01 1:01pm ::
Beta 9 (see OP):

- SNES9X savestate support
- auto extension-strip when saving, so it's easier to change the output format
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25223 :: 2013.03.02 10:38pm ::
 
 
Level 22 Chipist
Doxic
 
 
 
post #25226 :: 2013.03.03 4:22am ::
\:D/
 
 
Level 29 Mixist
goluigi
 
 
 
post #25280 :: 2013.03.03 9:46pm ::
now look what you've caused
 
 
Level 14 Chipist
Potentialing
 
 
post #25294 :: 2013.03.04 7:43am ::
Very awesome stuff, but do you have any intentions for MML import/exporting? THAT would be awesome.
 
 
Level 22 Playa
xterm
 
 
 
post #25302 :: 2013.03.04 2:01pm ::
mml2sho? :P
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #25303 :: 2013.03.04 2:03pm ::
That sounds like a job for zzo38.
 
 
Level 17 Playa
Grumskiz
 
 
 
post #29764 :: 2013.07.10 6:21am :: edit 2013.08.02 1:45am ::
  
  Jangler, goluigi, rainwarrior and Slimeball liēkd this
Hey fellow Linuxians!
You are probably as eager as I am to jump on the Mario Pants band wagon?!
No?
...
Well, anyway, here are some tips on how to compile mariopants on Linux:

€dit:
If you don't want to compile it yourself you can try the binary packages provided by funnypowers. Just read on and download the one that fits your architecture. (I have not tried these!)

Dependencies:
- gcc and g++
- build-essential is always nice
- libSDL with development stuff
- you also need something to unpack archives

If I forgot to add something, please let me know!

Get the SAUCE:
You will need to download the Mariopants Linux source branch provided by the all-mighty Jangler. Drop by and give the fellow some boons!

Here is the Link:
mariopantslinux.tar.gz


Maybe you are lucky and it works just by itself. It did not for me, but try unpacking it and run "make mariopants" in the source directory.

HALP IT IS NOT WERKINGZ!!!Z?T,ozeid
Patience is a virtue...
Okay let us continue:
First replace the janglecore Makefile with this one provided by rdn (only on IRC?):
Makefile


€dit:
funnypowers has provided another improved Makefile which you can find a few posts below. With his Makefile you do not need to copy the SDL files into the mariopants source directory!

Next you maybe want to copy the SDL *.h files to the Mariopants source directory with:
(This may or may not be necessary)
$ cp /usr/include/SDL/*.h ./


Now run:
$ make clean
$ make mariopants

If all goes well, this next command will run MARIOPANTS!!!
$ make run

Remember to run the program only from the console since all messages will appear there!

Special Thanks to rainwarrior for this great program!!
 
 
Level 30 Hostist
puke7
 
 
 
post #29771 :: 2013.07.10 12:19pm ::
  
  Roofie liēkd this
It would be super sweet if someone came up with a way to compile for Mac/OSX too! ;)
 
 
Level 29 Chipist
Jangler
 
 
 
post #29776 :: 2013.07.10 3:25pm ::
  
  Grumskiz liēkd this
For the record, copying all the SDL headers to the working directory is the way I compile it too. I'm sure there is a "nicer" way to do this but I can't be bothered to find out what it is
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30035 :: 2013.07.21 6:47pm :: edit 2013.07.21 8:04pm ::
  
  mootbooxle liēkd this
Version 1.1 beta 2, please help me test!

--- redacted ---

This one allows the creation of longer songs by pressing F9. Also makes some other minor bugfixes.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30038 :: 2013.07.21 8:04pm :: edit 2013.07.21 11:44pm ::
Found a bug in beta 2, long songs were not saving tempo, sorry. On to beta 3!

--- redacted --- (scroll down for beta 4)
 
 
Level 30 Mixist
mootbooxle
 
 
 
post #30044 :: 2013.07.21 9:30pm ::
Are we gonna have to make mariopants battles a full hour again? :P

Too bad I already made my SCIII Mario Paint entry (although the short song length is part of the challenge of making a good Mario Paint song IMO)!
 
 
Level 29 Mixist
goluigi
 
 
 
post #30045 :: 2013.07.21 9:32pm ::
  
  Roofie liēkd this
i tried to make a song longer than 24 bars and then the police broke down my door and arrested me because i tried to make a mario paint song longer than 24 bars

thanks a lot
 
 
Level 21 Mixist
Roofie
 
 
 
post #30046 :: 2013.07.21 10:44pm ::
  
  Slimeball liēkd this
it was the humane society cops investigating 16-bit doge abuse
 
 
Level 29 Mixist
goluigi
 
 
 
post #30047 :: 2013.07.21 10:57pm ::
  
  Roofie liēkd this
you can never have too many doges
 
 
Level 21 Mixist
Roofie
 
 
 
post #30048 :: 2013.07.21 11:27pm ::
  
  goluigi liēkd this
dats teh troof
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30049 :: 2013.07.21 11:44pm :: edit 2013.07.22 10:34am ::
BEHOLD THE POWER OF COPY/PASTE:
-- redacted -- (scroll down to find beta 5)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30050 :: 2013.07.21 11:55pm :: edit 2013.07.21 11:56pm ::
  
  Slimeball liēkd this
Whether or not you want to allow/use long songs in compos is up to you and/or the compo rules. They're definitely not kosher for the SNES game, and your .sho will be branded by a bright red highlight on the scroll bar. I implemented long songs for TomBobBlender, not for BotB, really. I think BotB likes the short form... usually.
 
 
Level 28 Renderist
Slimeball
 
 
 
post #30055 :: 2013.07.22 6:02am :: edit 2013.07.22 6:04am ::
Maybe it's a good thing to reserve those songs for wildchip or allgear (Even better!) :P

I get a little sad on the inside when the mario paint category gets filled with songs that don't work in the original mario paint. :(
 
 
Level 27 Renderist
b00daw
 
 
 
 
post #30057 :: 2013.07.22 8:02am :: edit 2013.07.22 8:06am ::
  
  Roofie liēkd this
Perhaps if "extended mode" is enabled that only .SHO export be available.

Also, how about enabling Z through M (and etc.) as C through B (and etc.) note enter and space to skip a beat? After each key press or key combo it should proceed to the next beat. It would also be nice if it detects multiple key presses to allow for chords before moving to the next beat. The only issue is leaving you up to decide the keys for lower and higher octave notes.

Also what about MIDI input? MIDI import/export? MOD import/export? :)

Thanks for making fun things to play with. :)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30058 :: 2013.07.22 10:34am :: edit 2013.07.22 1:15pm ::
Last feature for this version, multi-savestate export for long songs: -- redacted -- (scroll down for Beta 6)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30062 :: 2013.07.22 1:14pm :: edit 2013.07.22 2:08pm ::
Tweaking paste insert to allow insertion even if there is no room left: --- redacted --- (scroll down for beta 7)

Also, should now work on XP.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30064 :: 2013.07.22 2:08pm :: edit 2013.07.22 3:24pm ::
Beta 7 emerges! --- redacted --- (scroll down for beta 8)

This fixes a bug with the paste insert that messed up tempo/metre and caused a crash.
 
 
Level 29 Chipist
Jangler
 
 
 
post #30067 :: 2013.07.22 2:46pm ::
I'm pretty familiar with MIDI and MOD formats so if this is a feature people want I might be able to take a look at it, whether as a part of Mariopants itself or as an external SHO converter program.
 
 
Level 29 Mixist
goluigi
 
 
 
post #30068 :: 2013.07.22 2:54pm ::
  
  Slimeball liēkd this
isnt there modshroom

(although that only works mod->sho and not vice versa and doesnt support the new 720 bar hax)
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30071 :: 2013.07.22 3:24pm :: edit 2013.07.22 3:31pm ::
Beta 8 fixes a selection bug, adds a confirm unsaved on load, n for erase, maybe other stuff I dunno.
https://dl.dropboxusercontent.com/u/883356/mariopants11b8.zip
 
 
Level 24 Chipist
Tilde
 
 
 
post #30074 :: 2013.07.22 5:10pm ::
  
  xterm, Grumskiz, goluigi and rainwarrior liēkd this
  
  b00daw hæitd this
wtf this is so lame, I can't place any accidentals. No one download this
 
 
Level 27 Renderist
b00daw
 
 
 
 
post #30078 :: 2013.07.22 7:24pm ::
  
  Slimeball and rainwarrior liēkd this
It's Mario Paint, you awful jackass. :P
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30079 :: 2013.07.22 7:37pm ::
  
  goluigi liēkd this
that was the joke, b00daw
 
 
Level 27 Renderist
b00daw
 
 
 
 
post #30082 :: 2013.07.22 8:13pm ::
  
  goluigi, Slimeball and rainwarrior liēkd this
oh, yes. uncle b00daw can't laugh at any jokes unless they involve incest, drugs, depravity, and game boys.

YES I KNEW IT WAS A JOKE. PERHAPS YOUR MAPLE LEAF COVERED YOUR FUNNY BONE AND KEPT YOUR HUMOR A BIT TOO DRY.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30084 :: 2013.07.22 9:27pm ::
  
  goluigi liēkd this
PERHAPS I KNEW YOU KNEW AND WAS JUST CONTINUING THE SAME JOKE.
 
 
Level 24 Chipist
Tilde
 
 
 
post #30093 :: 2013.07.23 9:19am ::
  
  Slimeball and goluigi liēkd this
what have I done
 
 
Level 22 Chipist
Beard
 
 
 
post #30136 :: 2013.07.24 3:12pm ::
You should make it more extensively convenient. Maybe zooming out to see more of the track? I don't know. I want more visibility, scrolling can get tiresome.
 
 
Level 28 Renderist
Slimeball
 
 
 
post #30408 :: 2013.07.31 2:00pm ::
I have one wish.... 44100 Hz WAV export! More compatibility with BotB's flash mp3 player would be nice. :P
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30413 :: 2013.07.31 4:26pm ::
The beta is over, get with the times!

What are you encoding with? The version of LAME that comes with Audacity seems to produce MP3s that are perfectly fine for BotB. (btw in Audacity converting to 44.1kHz takes 2 clicks in the bottom left corner-- not that you should need to, as I said).
 
 
Level 7 Criticist
funnypowers
 
 
post #30414 :: 2013.07.31 4:56pm :: edit 2013.07.31 4:58pm ::
  
  Slimeball liēkd this
here's an improved Makefile for linux (not tested elsewhere)
Makefile


There will be no need to copy /usr/include/SDL/*.h. Make sure you have libsdl1.2-dev (on ubuntu/mint) installed.

e.g.
Install dependencies:
sudo apt-get install libsdl1.2-dev build-essential g++

Run this script to compile & run:

build-mariopants.sh
 
 
Level 25 Chipist
HertzDevil
 
 
 
post #30427 :: 2013.07.31 11:41pm :: edit 2013.08.01 1:04am ::
Actually, there are people
who do this.

though if you really want songs this long you may as well rip the BRR samples and replicate it in something like addmusick (since mario paint should always have been a subset of spc)

EDIT: short .sho generator
(source
)

EDIT2: look at
how incomplete the font is (in the title and author fields)
 
 
Level 24 Chipist
Tilde
 
 
 
post #30429 :: 2013.08.01 1:08am ::
  
  goluigi liēkd this
Sometimes I open this program and click on the undo dog
 
 
Level 25 Chipist
HertzDevil
 
 
 
post #30431 :: 2013.08.01 1:56am :: edit 2013.08.01 1:57am ::
this generator
can make long .sho's now (C++ source
)
 
 
Level 28 Renderist
Slimeball
 
 
 
post #30432 :: 2013.08.01 3:20am ::
rainwarrior: It's mainly so new people won't upload incompatible renders, etc as happened here:

http://battleofthebits.com/arena/Entry/Siff/10711/
http://battleofthebits.com/arena/Entry/moriu+pants/10712/

Besides, is there any significant disadvantage to using 44100 Hz for .wav output?

(Thanks for pointing out that audacity feature btw, it's a bit silly I never noticed it. :P)
 
 
Level 7 Criticist
funnypowers
 
 
post #30435 :: 2013.08.01 4:19am :: edit 2013.08.01 4:19am ::
I encoded with:
`avconv -i siff.wav -ab 320k siff.mp3`
The correct invocation is:
`avconv -i siff.wav -ab 320k -ar 44.1k siff.mp3`

avconv is equivalent to ffmpeg for this purpose.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30448 :: 2013.08.01 8:03am ::
Slimeball the reason the output is not 44.1kHz is that all of the samples were taken at the SNES native output rate, thus the output is not compromised by a resampler. So... the rate chosen was the most natural choice for reproducing an SNES sound.

As far as not implementing a 44.1kHz option, the "advantage" is not having to write a resampler and UI for that option. As well, any decent audio-editing program will have a much better resampler than the simple one I would implement for this. I'd rather just output at the native resolution, and let people use better programs for resampling, converting to MP3, etc. than implement half-assed versions of these in-program.

HertzDevil I'm not sure whom you are responding to, but it'd be cool to have an MML for Mario Paint I guess. If I had interest in continuing work on the program (which I don't) I would probably have implemented some sort of text import/export like with Famitracker.

As far as the font set goes, in mariopants just look at editor.cpp line 1216 (os::add_font) to see what's mapped. I didn't draw any new characters, just used only ones that were in the Mario Paint stamp set (see font.tga in the mariopants source). Yes there's a の in there substituting for @, and a へ for ^. A lot of the ASCII code page is just outright missing.

funnypowers, is there any way to build a redistributable binary of MarioPants 1.1 for linux, instead of requiring users to build it themselves?
 
 
Level 7 Criticist
funnypowers
 
 
post #30468 :: 2013.08.01 9:02pm ::
rainwarrior, there a few ways, but prebuilts have no portability guarantees across distros and versions. The distros' packaging systems are the preferred mechanism

anyways, these should work on debian, maybe others:

mariopants 32-bit linux


mariopants 64-bit linux


You need to install libsdl-1.2 or libsdl-1.2debian on ubuntu/mint. maybe even libsdl-1.2-dev. Adjust the package name for other distros.

Short of packaging this for each system, we could include a prebuilt libSDL.so that loads the audio subsytem libraries dynamically. I'd also need to know what texture formats need to be supported if you're using SDL to load them. This would avoid the need to install libSDL for most users. If their system is uncommon or unusual in a conflicting way, I assume they won't mind compiling it.
 
 
Level 26 Chipist
rainwarrior
 
 
 
post #30474 :: 2013.08.01 11:12pm :: edit 2013.08.01 11:14pm ::
Static linking with SDL is allowed as long as source is available (which it is), so maybe an external dependency on SDL can be avoided? I didn't go this route with the Windows build, but it's an option.

I dunno what you mean by texture formats, exactly... but all of the graphics data is part of data.cpp, not in any particular image format, just as raw RGBA data.

I don't have a lot of experience with Linux, so I don't know how many of the external dependencies you can remove via static linking... in Windows there's always a bunch of DLLs you need, but at least they usually come standard. (If I rebuilt SDL on Windows without the DLL CRT option and statically linked it, I could eliminate the MSVCRT100.DLL dependency, probably...)
 
 
Level 7 Criticist
funnypowers
 
 
post #30475 :: 2013.08.01 11:33pm ::
The biggest issue with shipping a libSDL is handling the various audio backends. libSDL can be configured to load a suitable backend library at runtime (via manual dlopen). The libSDL provided by debian requires e.g. libpulse, which many people remove, or I'd have included that.

For texture formats, I assumed you were using SDL to load some kind of tga, png, bmp etc assets. I would need to enable this functionality in a custom libSDL build.

I think dynamically linking with an rpath serves the same purpose as statically linking in this case; I'm not as familiar with the portability issues of statically linked libraries. I know libc is a potential problem if statically linked.
 
 

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