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DeSmuME 0.7.3
DeSmuME project is a Nintendo DS emulator that can run both commercial games and homebrew applications. more>>
DeSmuME project is a Nintendo DS emulator that can run both commercial games and homebrew applications.
The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers. You can now follow the progress of DeSmuME on this site.
<<lessThe original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers. You can now follow the progress of DeSmuME on this site.
Download (0.15MB)
Added: 2007-08-13 License: GPL (GNU General Public License) Price:
3070 downloads
KMD 0.9.19
KMD is a graphical universal debugger. more>>
KMD is a graphical debugger written by me for The University of Manchester Computer Science Department.
It can debug hardware over serial ports such as the Manchester ARM Board or with software emulators (ARM and MIPS emulators are included in the project). Using the pipe option you can debug over the network or any other communication medium.
It can load many executable formats such as ELF and display and follow the original source even from multiple source file programs. There is support for breakpoints and watchpoints which can trap specific instructions (such as loading or executing specific instructions).
Support for other features such as FPGAs is also available, allowing loading or any control required to drive a specific hardware device. The project uses chump to allow disassembly and line assembly.
Chump also allows new architectures to be easily added without the need to recompile the system. Communication with the backend is done using two pipes/fifos using a simple set of codes. Back end communication program can be created using very little memory on the target device.
Compile:
Download the latest version of KMD. unzip the archive with
tar zxf KMD-latest.tar.gz
Enter the KMD directory
cd KMD-0.9.??
Run the configure script
./configure
Run make
make
Run
The compiled programs should be in the src directory
cd src
Run KMD and specify that you are running with the defauit configuration file (-i)
and using an emulator called jimulator which is an ARM emulator (-e ./jimulator)
./kmd -i -e ./jimulator
KMD requires the following libraries:
- GLib - Provides many useful data types, macros, type conversions, string utilities and a lexical scanner.
- GDK - A wrapper for low-level windowing functions.
- GTK - An advanced widget set.
- BFD - the Binary File Descriptor Library. (BFD comes with GCC or binutils)
libiberty - The libiberty library is a collection of subroutines used by various GNU programs. (also comes with GCC or binutils)
<<lessIt can debug hardware over serial ports such as the Manchester ARM Board or with software emulators (ARM and MIPS emulators are included in the project). Using the pipe option you can debug over the network or any other communication medium.
It can load many executable formats such as ELF and display and follow the original source even from multiple source file programs. There is support for breakpoints and watchpoints which can trap specific instructions (such as loading or executing specific instructions).
Support for other features such as FPGAs is also available, allowing loading or any control required to drive a specific hardware device. The project uses chump to allow disassembly and line assembly.
Chump also allows new architectures to be easily added without the need to recompile the system. Communication with the backend is done using two pipes/fifos using a simple set of codes. Back end communication program can be created using very little memory on the target device.
Compile:
Download the latest version of KMD. unzip the archive with
tar zxf KMD-latest.tar.gz
Enter the KMD directory
cd KMD-0.9.??
Run the configure script
./configure
Run make
make
Run
The compiled programs should be in the src directory
cd src
Run KMD and specify that you are running with the defauit configuration file (-i)
and using an emulator called jimulator which is an ARM emulator (-e ./jimulator)
./kmd -i -e ./jimulator
KMD requires the following libraries:
- GLib - Provides many useful data types, macros, type conversions, string utilities and a lexical scanner.
- GDK - A wrapper for low-level windowing functions.
- GTK - An advanced widget set.
- BFD - the Binary File Descriptor Library. (BFD comes with GCC or binutils)
libiberty - The libiberty library is a collection of subroutines used by various GNU programs. (also comes with GCC or binutils)
Download (0.24MB)
Added: 2005-04-22 License: GPL (GNU General Public License) Price:
1645 downloads
cereal emulation framework 0.93.5
cereal emulation framework is an easily-extensible 8051 emulator. more>>
cereal is an emulation framework designed to allow easy emulation of interconnected modules. Its main component is an 8051 emulator module, so it can be used as an 8051 emulator.
The reason for writing cereal was an 8051 embedded controller which should control an engine using pulse-width modulation, read the resulting flow from a flowmeter, and regulate the output to keep flow at a given value.
In the real world, it takes about two seconds for the algorithm to stabilize, and emulating two seconds using conventional emulators (computing the engine input, the real flow, the feedback frequency) by hand is simply impossible to do.
Using cereal, it took about two hours to create a module emulating the engine/flowmeter combination, along with a window showing the current values. Then it is trivial to connect this module to the 8051 module and just sit back and watch the result.
Another, more trivial example is a multiplexed display/keyboard combination (in my case, selecting one of four 8-segment LCD displays). Instead of watching the port bits, why not create a module that shows the output graphically as four displays?
In addition to these possibilities, cereal offers breakpoints, watches, evaluate/modify dialog (which can solve 2 * x + 1 = 5). The KDE GUI also can be extended using KParts (8051 interface is provided as a KParts plugin).
Also included is a command interface usable for creating testsuites for your programs (or for cereal itself - cereal has over 400 tests in its testsuite), and a simple 8051 disassembler.
<<lessThe reason for writing cereal was an 8051 embedded controller which should control an engine using pulse-width modulation, read the resulting flow from a flowmeter, and regulate the output to keep flow at a given value.
In the real world, it takes about two seconds for the algorithm to stabilize, and emulating two seconds using conventional emulators (computing the engine input, the real flow, the feedback frequency) by hand is simply impossible to do.
Using cereal, it took about two hours to create a module emulating the engine/flowmeter combination, along with a window showing the current values. Then it is trivial to connect this module to the 8051 module and just sit back and watch the result.
Another, more trivial example is a multiplexed display/keyboard combination (in my case, selecting one of four 8-segment LCD displays). Instead of watching the port bits, why not create a module that shows the output graphically as four displays?
In addition to these possibilities, cereal offers breakpoints, watches, evaluate/modify dialog (which can solve 2 * x + 1 = 5). The KDE GUI also can be extended using KParts (8051 interface is provided as a KParts plugin).
Also included is a command interface usable for creating testsuites for your programs (or for cereal itself - cereal has over 400 tests in its testsuite), and a simple 8051 disassembler.
Download (0.94MB)
Added: 2005-06-11 License: GPL (GNU General Public License) Price:
1597 downloads
KRepton 4.0
KRepton is an implementation of the classic Repton 3 game. more>>
KRepton project is an implementation of the classic Repton 3 game, which was originally produced for the BBC Micro and was the third successful Repton game for Superior Software. KRepton brings the original game to the KDE desktop, and can be used on any of its supported platforms.
The game and editor are released under the GNU General Public Licence, although I would suggest that, if you make any improvements or modifications, that you send me a copy so that they can be incorporated into updated versions.
The current version 4.0 integrates the game player and editor into a single seamless application, so there is now of course only one download. An episode can be selected using a graphical preview list, and immediately played or edited, without having to switch between two separate applications.
If you have fond memories of the original Repton games then you wont need to be told any more; download and play the game now! If you dont know anything about them but would like to find out more then there is far more information online than I could list here; the best site by far is the Repton Appreciation Society with plenty of Repton information and downloads, including games and emulators for many other platforms.
Enhancements:
- Version 4 integrates the game player and editor into a single seamless application.
- An episode can be selected using a graphical preview list, and immediately played or edited, without having to switch between two separate applications as was the case with version 3.
<<lessThe game and editor are released under the GNU General Public Licence, although I would suggest that, if you make any improvements or modifications, that you send me a copy so that they can be incorporated into updated versions.
The current version 4.0 integrates the game player and editor into a single seamless application, so there is now of course only one download. An episode can be selected using a graphical preview list, and immediately played or edited, without having to switch between two separate applications.
If you have fond memories of the original Repton games then you wont need to be told any more; download and play the game now! If you dont know anything about them but would like to find out more then there is far more information online than I could list here; the best site by far is the Repton Appreciation Society with plenty of Repton information and downloads, including games and emulators for many other platforms.
Enhancements:
- Version 4 integrates the game player and editor into a single seamless application.
- An episode can be selected using a graphical preview list, and immediately played or edited, without having to switch between two separate applications as was the case with version 3.
Download (1.1MB)
Added: 2005-06-17 License: GPL (GNU General Public License) Price:
1590 downloads
GnomeBoyAdvance 0.4
GnomeBoyAdvance is a GNOME frontend for the Visual Boy Advance emulator. more>>
GnomeBoyAdvance is a GNOME frontend for the Visual Boy Advance emulator.
All the options of VisualBoyAdvance are graphically configurable and stored using Gconf.
The controls are configurable with a pressing on the wished key or joystick button.
You can easily manage your roms collection and associate a screenshot to each game.
<<lessAll the options of VisualBoyAdvance are graphically configurable and stored using Gconf.
The controls are configurable with a pressing on the wished key or joystick button.
You can easily manage your roms collection and associate a screenshot to each game.
Download (0.044MB)
Added: 2005-07-22 License: GPL (GNU General Public License) Price:
1565 downloads
SharpNES 0.3
SharpNES is a clean-room NES emulator using SDL and GTK#. more>>
SharpNES is a clean-room NES emulator using SDL and GTK#.
SharpNES supports:
- A number of NES mappers
- SaveRAM using the .sav files other NES emulators use
- Play/pause
SharpNES is 100% clean room, no proprietary information was harmed in the making of this emulator.
<<lessSharpNES supports:
- A number of NES mappers
- SaveRAM using the .sav files other NES emulators use
- Play/pause
SharpNES is 100% clean room, no proprietary information was harmed in the making of this emulator.
Download (0.17MB)
Added: 2005-07-22 License: GPL (GNU General Public License) Price:
1556 downloads
J-Nix
J-Nix provides everything the home user needs, and as little else as possible. more>>
J-Nix provides everything the home user needs, and as little else as possible. This makes J-Nix more secure, faster to run, faster to install.
The things the home user needs are
* browser,
* email,
* chat,
* word processor,
* spreadsheet program,
* presentation program.
Mozilla and Open Office do these well, better than Microsoft does and with incredibly fewer vulnerabilituies to hackers, worms and viruses.,
We took a lot of material only of interest to programmers OUT.
Then we made it as easy as possible to use the first time. Insert the CD and one boots to a pleasant screen ready to browse, email, instant message or look at news. We used through Mozilla (FireFox) for most of the web and Gaim for instant messaging.
We took out compilers, seven different text editors, web servers, email servers, several emulators, and localization except for US English.
We took out almost 200 M bytes from the CD, and a Gig from the hard drive space used.
We left in the system tools for getting packages, apt and kpackage so a web savvy user can add in any package they need.
Easier to start with. Easy to add what you need. What could be better?
<<lessThe things the home user needs are
* browser,
* email,
* chat,
* word processor,
* spreadsheet program,
* presentation program.
Mozilla and Open Office do these well, better than Microsoft does and with incredibly fewer vulnerabilituies to hackers, worms and viruses.,
We took a lot of material only of interest to programmers OUT.
Then we made it as easy as possible to use the first time. Insert the CD and one boots to a pleasant screen ready to browse, email, instant message or look at news. We used through Mozilla (FireFox) for most of the web and Gaim for instant messaging.
We took out compilers, seven different text editors, web servers, email servers, several emulators, and localization except for US English.
We took out almost 200 M bytes from the CD, and a Gig from the hard drive space used.
We left in the system tools for getting packages, apt and kpackage so a web savvy user can add in any package they need.
Easier to start with. Easy to add what you need. What could be better?
Download (495MB)
Added: 2005-08-31 License: GPL (GNU General Public License) Price:
1514 downloads
SDLmm 0.1.8
SDLmm is a C++ Wrapper for the Simple DirectMedia Layer. more>>
SDLmm is a C++ glue for SDL, or the Simple DirectMedia Layer, which is a generic API that provides low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D framebuffer across multiple platforms.
SDLmm aims to stay as close as possible to the C API while taking advantage of native C++ features like object orientation. We will also aim at being platform independent as much as possible. I.e well try to support ever platform supported by SDL.
This library is, like SDL, distributed under GNU LGPL version 2 license, which can be found in the file COPYING. This license allows you to use SDLmm freely in commercial programs as long as you link with the dynamic library.
Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power."
Simple DirectMedia Layer supports Linux, Windows, BeOS, MacOS Classic, MacOS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. There is also code, but no official support, for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, and SymbianOS.
SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, Java, Lua, ML, Perl, PHP, Pike, Python, and Ruby.
Enhancements:
- Programs using SDLmm 0.1.5 will have to be rewritten to work with 0.1.8.
- Hopefully this new interface wont change.
- See the test files or documentation for details.
- Added Win32 Visual C++ 6.0 build files (dll and static)
- New SPoint class and Color classes
- Some SDLmm timer functionality added
- Rewrote surface classes, use SDL reference counting etc
- BaseSurface::SetPixel functions added
- PixelFormat class added and pixel related functions moved from BaseSurface to PixelFormat.
- Some corrections in functions which return a bool.
- Added assertions for certain problems (disable with --disable-assertions).
- Added utility operators to SRect class, plus functions to get the SPoint of each of the corners.
<<lessSDLmm aims to stay as close as possible to the C API while taking advantage of native C++ features like object orientation. We will also aim at being platform independent as much as possible. I.e well try to support ever platform supported by SDL.
This library is, like SDL, distributed under GNU LGPL version 2 license, which can be found in the file COPYING. This license allows you to use SDLmm freely in commercial programs as long as you link with the dynamic library.
Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power."
Simple DirectMedia Layer supports Linux, Windows, BeOS, MacOS Classic, MacOS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. There is also code, but no official support, for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, and SymbianOS.
SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, Java, Lua, ML, Perl, PHP, Pike, Python, and Ruby.
Enhancements:
- Programs using SDLmm 0.1.5 will have to be rewritten to work with 0.1.8.
- Hopefully this new interface wont change.
- See the test files or documentation for details.
- Added Win32 Visual C++ 6.0 build files (dll and static)
- New SPoint class and Color classes
- Some SDLmm timer functionality added
- Rewrote surface classes, use SDL reference counting etc
- BaseSurface::SetPixel functions added
- PixelFormat class added and pixel related functions moved from BaseSurface to PixelFormat.
- Some corrections in functions which return a bool.
- Added assertions for certain problems (disable with --disable-assertions).
- Added utility operators to SRect class, plus functions to get the SPoint of each of the corners.
Download (0.54MB)
Added: 2005-09-16 License: GPL (GNU General Public License) Price:
1499 downloads
PHPterm 0.3.0
PHPterm is a PHP Shell Terminal. more>>
PHPterm is a terminal/shell emulator for PHP which lets you execute shell commands just like in a shell, but all within your browser window over the HTTP protocol.
It aims to provide the look and feel of konsole, the KDE terminal.
<<lessIt aims to provide the look and feel of konsole, the KDE terminal.
Download (0.014MB)
Added: 2005-09-27 License: GPL (GNU General Public License) Price:
1490 downloads
mupen64 0.5
Mupen64 is a n64 emulator desgined to be multi-OS. more>>
Mupen64 is a n64 emulator desgined to be multi-OS. It has been developped on/for Linux originally but the emulator has already been ported succesfully on Windows and MacOSX for example. Actually the program can be easily ported on all OS supported by the SDL library.
mupen64 emulator is highly compatible and uses a plugin system. With the correct plugins (``correct can be computer dependent), it can achieve nearly perfect graphics and sound in many games.
The biggest problem of this emulator until now was its speed but now its progressively changing with a totally new core and theres still a huge room for improvements. Anyway if you have a fast machine, you should already be able to get many games running fullspeed.
<<lessmupen64 emulator is highly compatible and uses a plugin system. With the correct plugins (``correct can be computer dependent), it can achieve nearly perfect graphics and sound in many games.
The biggest problem of this emulator until now was its speed but now its progressively changing with a totally new core and theres still a huge room for improvements. Anyway if you have a fast machine, you should already be able to get many games running fullspeed.
Download (1.8MB)
Added: 2005-11-25 License: GPL (GNU General Public License) Price:
1474 downloads
Wolvix Games 1.0.4
Wolvix Games is a new edition of the Wolvix live CD, featuring over 50 games. more>>
Wolvix is a GNU/Linux LiveCD built from SLAX. Wolvix is a desktop oriented distribution made to fit the needs from regular to advanced desktop users.
Along with the applications youll get some of the best free Linux games. (No 3D gfx card required).
Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.
You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.
None of the games require 3D drivers, so you should be able to play most games on any graphics card
<<lessAlong with the applications youll get some of the best free Linux games. (No 3D gfx card required).
Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.
You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.
None of the games require 3D drivers, so you should be able to play most games on any graphics card
Download (MB)
Added: 2005-12-12 License: GPL (GNU General Public License) Price:
1428 downloads
jcinc 0.2.0
jcinc is an emulator for the Bell Labs CARDIAC (Cardboard Illustrative Aid to Computation) computer. more>>
jcinc is an emulator for the Bell Labs CARDIAC (Cardboard Illustrative Aid to Computation) computer.
The CARDIAC kit was published in 1969 to teach the internal workings of a digital computer and machine code programming.
jcinc emulates the CARDIAC computer and allows the user to run CARDIAC programs.
Enhancements:
- Single step mode and button controls.
<<lessThe CARDIAC kit was published in 1969 to teach the internal workings of a digital computer and machine code programming.
jcinc emulates the CARDIAC computer and allows the user to run CARDIAC programs.
Enhancements:
- Single step mode and button controls.
Download (0.71MB)
Added: 2005-12-13 License: GPL (GNU General Public License) Price:
1414 downloads
QTVBA 0.2
QTVBA is a Qt 3.x and C++-based graphical frontend to the VisualBoyAdvance Nintendo Gameboy Advance Emulator. more>>
QTVBA project is a graphical frontend to the VisualBoyAdvance Nintendo Gameboy Advance Emulator.
Main features:
- dual screenshot handling
- save game information
- number and last date played recording
- a built in ROM renamer
- compatibility with GBA-Shells screenshot formats and indexing
<<lessMain features:
- dual screenshot handling
- save game information
- number and last date played recording
- a built in ROM renamer
- compatibility with GBA-Shells screenshot formats and indexing
Download (0.18MB)
Added: 2006-01-25 License: GPL (GNU General Public License) Price:
1369 downloads
AdvanceMAME 0.104.0
AdvanceMAME is a port of the MAME and MESS emulators for arcade monitors, TVs, and PC monitors. more>>
AdvanceMAME and AdvanceMESS are unofficial MAME and MESS versions with an advanced video support for helping the use with TVs, Arcade Monitors, Fixed Frequencies Monitors and also for PC Monitors.
They run in GNU/Linux, Mac OS X, DOS, Windows and in all the other platforms supported by the SDL library.
The main difference compared with the official emulators is that the Advance versions are able to program directly the video board to always get a video mode with the correct size and frequency.
Generally the Advance emulators are able to use a video mode which doesnt require any stretching or other unneeded effects to match the original arcade display.
The direct video board programming is fully supported in Linux and DOS. Its partially supported in Windows. AdvanceMAME isnt supported in Mac OS X and other platforms.
Main features:
- Automatic creation of perfect video modes with the correct size and clock.
- A lot of video boards supported. See the GNU/Linux, DOS and Windows card list.
- Support for 8, 15, 16 and 32 bits video modes.
- Real hardware scanlines.
- Software video image stretching by fractional factors, for example to play vertical games like "Pac-Man" with horizontal Arcade Monitors or TVs.
- Special scale, lq and hq effects to improve the aspect with modern PC Monitors. See Scale2x and hq3x pages for examples.
- Special blit effects to improve the image quality in stretching. See Blit Effetcs for examples.
- Special rgb effects to simulate the aspect of a real Arcade Monitor See Rgb Effetcs for examples.
- Change of the video mode and other video options at runtime. See the Snapshots.
- Support of Symmetric Multi-Processing (SMP) with a multiple threads architecture in Linux.
- Sound and Video recording in WAV, PNG and .MNG files.
- Multiple mice support in Linux, DOS, Windows 2000 and Windows XP.
- Automatic exit after some time of inactivity.
- Scripts capabilities to drive external hardware devices like LCDs and lights.
- Textual configuration files.
- Help screen describing the user input keys.
Enhancements:
- This release updates the emulator sources to the latest MAME version.
<<lessThey run in GNU/Linux, Mac OS X, DOS, Windows and in all the other platforms supported by the SDL library.
The main difference compared with the official emulators is that the Advance versions are able to program directly the video board to always get a video mode with the correct size and frequency.
Generally the Advance emulators are able to use a video mode which doesnt require any stretching or other unneeded effects to match the original arcade display.
The direct video board programming is fully supported in Linux and DOS. Its partially supported in Windows. AdvanceMAME isnt supported in Mac OS X and other platforms.
Main features:
- Automatic creation of perfect video modes with the correct size and clock.
- A lot of video boards supported. See the GNU/Linux, DOS and Windows card list.
- Support for 8, 15, 16 and 32 bits video modes.
- Real hardware scanlines.
- Software video image stretching by fractional factors, for example to play vertical games like "Pac-Man" with horizontal Arcade Monitors or TVs.
- Special scale, lq and hq effects to improve the aspect with modern PC Monitors. See Scale2x and hq3x pages for examples.
- Special blit effects to improve the image quality in stretching. See Blit Effetcs for examples.
- Special rgb effects to simulate the aspect of a real Arcade Monitor See Rgb Effetcs for examples.
- Change of the video mode and other video options at runtime. See the Snapshots.
- Support of Symmetric Multi-Processing (SMP) with a multiple threads architecture in Linux.
- Sound and Video recording in WAV, PNG and .MNG files.
- Multiple mice support in Linux, DOS, Windows 2000 and Windows XP.
- Automatic exit after some time of inactivity.
- Scripts capabilities to drive external hardware devices like LCDs and lights.
- Textual configuration files.
- Help screen describing the user input keys.
Enhancements:
- This release updates the emulator sources to the latest MAME version.
Download (15MB)
Added: 2006-02-19 License: GPL (GNU General Public License) Price:
1362 downloads
Bristol Audio 0.9.1
Bristol is an emulator for diverse existing synthesisers and organs. more>>
Bristol is an emulator for diverse existing synthesisers and organs. Currently, ten are implemented and a mixer is under development.
Bristol Audio software consists of an audio engine and an associated photo realistic graphical user interface called Brighton.
You may also want to chown/chmod bin/bristolengine to suid root, to allow it to use low latency scheduling. This will reduce audio underruns. You can also consider increasing bufsize and preload to reduce this effect, but this will lead to increased latency. Also, if you are using an SB Live! card with ALSA drivers you may need to configure a bufsize of 2048 (ie. 512 samples), which can be compensated for by reducing preload to 2 or 1.
Bristol will currently run 16 voices on a P-II 450, and this is the default voicecount. You can run any number of simultaneous synths - they all connect to the same engine, they will all run with the same polyphony since the MIDI voice structures allow for dynamic assignment of sounds to voices. You can run with split keyboard (no interface at the moment), layering of multiple synths on a single midi channel, etc. Some of the synths max out my P-II 450 CPU when there is a lot of MIDI activity, notably the DX and Explorer at 16 voices.
You can start different synths with different voicecounts, so you could have a 16 voice hammond, a monophonic minimoog, and a 5 voice prophet running at the same time - the GUI will negotiate the voice allocation requirements with the engine. The first synth you start will create the voice count. Subequent synths can have less than the initial value. If you start a monophonic synth first, you will only have one voice available at any time for all synths. If you layer synths you will reduce your polyphony since the engine will allocate multiple voices per keyed note.
Pressing the single letter q in the GUI will send a quit signal and the app will exit gracefully(?). When the last synths quits the engine will also exit. If you press the single letter p then libbrighton will dump a screenshot to /tmp/ .xpm (in XPM format only).
There is a LOT of debugging sent to stdout. You may want to consider adding redirects to /dev/null in the bin/startBristol script to get rid of it. When the final rev-1 is uploaded most of this will be taken out.
Enhancements:
- The graphics were cleaned up, some bugs were fixed, and work on a pair of Oberheim emulators was started.
<<lessBristol Audio software consists of an audio engine and an associated photo realistic graphical user interface called Brighton.
You may also want to chown/chmod bin/bristolengine to suid root, to allow it to use low latency scheduling. This will reduce audio underruns. You can also consider increasing bufsize and preload to reduce this effect, but this will lead to increased latency. Also, if you are using an SB Live! card with ALSA drivers you may need to configure a bufsize of 2048 (ie. 512 samples), which can be compensated for by reducing preload to 2 or 1.
Bristol will currently run 16 voices on a P-II 450, and this is the default voicecount. You can run any number of simultaneous synths - they all connect to the same engine, they will all run with the same polyphony since the MIDI voice structures allow for dynamic assignment of sounds to voices. You can run with split keyboard (no interface at the moment), layering of multiple synths on a single midi channel, etc. Some of the synths max out my P-II 450 CPU when there is a lot of MIDI activity, notably the DX and Explorer at 16 voices.
You can start different synths with different voicecounts, so you could have a 16 voice hammond, a monophonic minimoog, and a 5 voice prophet running at the same time - the GUI will negotiate the voice allocation requirements with the engine. The first synth you start will create the voice count. Subequent synths can have less than the initial value. If you start a monophonic synth first, you will only have one voice available at any time for all synths. If you layer synths you will reduce your polyphony since the engine will allocate multiple voices per keyed note.
Pressing the single letter q in the GUI will send a quit signal and the app will exit gracefully(?). When the last synths quits the engine will also exit. If you press the single letter p then libbrighton will dump a screenshot to /tmp/ .xpm (in XPM format only).
There is a LOT of debugging sent to stdout. You may want to consider adding redirects to /dev/null in the bin/startBristol script to get rid of it. When the final rev-1 is uploaded most of this will be taken out.
Enhancements:
- The graphics were cleaned up, some bugs were fixed, and work on a pair of Oberheim emulators was started.
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Added: 2006-02-23 License: GPL (GNU General Public License) Price:
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