Renaissance Music Player - Frequently Asked Questions ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Q: Why do you release a new version almost every day?!? A: Why not? The distribution file is only about 50k. If a user reports a bug to me and I fix it right away, I feel that a new version should be released as soon as possible. Usually I wait for a few bugs to come up before I decide it is time to make a new version. As more versions go out, I receive less bug reports. Isn't that the whole point of beta testing? Besides, aren't you glad that the program you are using is being updated on a regular basis? Q: Why doesn't RMP support interpolation like IPLAY? A: RMP is designed for use only in our demos/intros/etc. Speed is crucial in these situations and interpolation takes a large amount of system time. Interpolation, at this point in time, is only practical in a player. If you really want to have it, use Inertia Player. Q: Is RMP 100% ProTracker compatible? A: Probably not. I would never go as far as 100% with any player on the PC. I have about 4000-5000 MODs in my collection that I have picked from to test the ProTracker compatibility of the player. We took all the hardest ones to play, and the ones that mess up in other players, and they play just fine. I'm sure there are still some bugs in our PT implementation, but I have yet to find them (if I do, I will correct them of course). Q: Is RMP 100% S3M compatible? A: Again, probably not. I have spent many hours with ST3 to try and figure out all of the weird effect implementations. In my opinion, it plays S3Ms just as well as ST3. There are a few minor things that I do not support, but they are unnoticable in all of the S3Ms that I have. For our own use, it is perfectly adequate. Q: Why don't you support 32 channel MTM files? A: In the player, I opted to limit the number of channels to 16 for a few reasons. The first being that there is very little use for that many channels on the PC. The second is that the quality decreases quite a bit, especially on the GUS, when that many channels are enabled. The third reason is for speed. In a demo, intro, or game... One would never want to have that many channels mixed because it would slow it down considerably. The playback routines support as many channels as is necessary, but we feel that 16 is adequate for today's needs.