Search found 85 matches

by mbrenaman
Sat Mar 18, 2006 2:12 pm
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

This is called tearing. It occurs when the video image is being updated by software at the same time the hardware is presenting it on the output device. Almost all games suffer from it to some degree. If your monitor and nintendulator were using the same exact vsync frequency, and there was no chan...
by mbrenaman
Sat Mar 18, 2006 11:42 am
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

Does this happen when you first turn on a game? You wouldn't notice this on a TV because many TVs blank the signal for a few frames while synchronizing to the NES's frequencies. Does this happen at the beginning of any screen in Dr. Mario? If so, I have noticed it on a real NES running through a re...
by mbrenaman
Sat Mar 18, 2006 8:45 am
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

Could the glitch you're referring to be due to Nintendulator showing the full image that a TV nromally cuts the edges from?
Nope. I'm aware of that. It's more like one frame every now and then is draw skewed to the right along the vertical axis.
by mbrenaman
Sat Mar 18, 2006 5:00 am
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

Wait, "NMI time" does mean absolutely nothing. When the screen starts its VBlank, and NMI is triggered, meaning that the processor will push it current adress, and jump to NMI vector. NMI will return when a "rti" opcode is executed. This has absolutely nothing to do with VBlank ...
by mbrenaman
Sun Mar 12, 2006 1:15 pm
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

I meant that you do not have to run sound code during NMI time. You can run it during the other 92% of time, after your NMI code finishes. Oh, sorry :) . I'll make a routine that waits nmi end - update sound, and use it in my waiting loops. I, for some reason thought I might have missed an alternat...
by mbrenaman
Sun Mar 12, 2006 1:09 pm
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

Well, with the nmi time I have left, I don't have enough time to run my sound driver. I was looking for an alternative but I guess I'll have to optimize (...rewrite even) my sound code.
by mbrenaman
Sun Mar 12, 2006 12:53 pm
Forum: Newbie Help Center
Topic: Updating music/sfx
Replies: 18
Views: 9088

Updating music/sfx

Hello, I'm putting together a small rpg (MMC1) type game and I need atleast 9-10 (max)scanlines worth of my nmi for joypad, sprites, and drawing updates with windows, cursor, etc... Anyways, I wanted to add my sound driver into the program but lack the nmi time to do the update then. There are quite...
by mbrenaman
Sat Feb 11, 2006 5:48 am
Forum: Newbie Help Center
Topic: Using bank switching.
Replies: 18
Views: 13193

So getting the CPU and ROM values to match before bank switching with $8000/$8001 will prevent the bus conflict altogether. Right?
by mbrenaman
Fri Feb 10, 2006 7:35 am
Forum: Newbie Help Center
Topic: Using bank switching.
Replies: 18
Views: 13193

Ok, I understand.

Might as well throw out some more questions...

What should I do with the IRQ. Using mapper 0, I set the IRQ vector to just RTI. How is it used with MMC3? What can I do with it?

Other then that, where can I find a list of games that use NES-TKROM?
by mbrenaman
Fri Feb 10, 2006 6:32 am
Forum: Newbie Help Center
Topic: Using bank switching.
Replies: 18
Views: 13193

Using bank switching.

I have some simple questions about using mappers that I couldn't seem to find any answers to on the board. What happens to program execution after bank switching? How are programs that use bank switching setup. Does one bank contain the main code and the rest is used for various game data? What proc...
by mbrenaman
Mon Aug 29, 2005 10:37 am
Forum: NES Music
Topic: Viable game sound and music solution
Replies: 33
Views: 34075

Welp, I hope no more work needs to be done for it, for now, so I can continue with my game. I just wanted to make sure everything was setup perfectly before I started using it in my project. Maybe after I take a break from it I'll put together some documentation on using it.
by mbrenaman
Mon Aug 29, 2005 8:50 am
Forum: NES Music
Topic: Viable game sound and music solution
Replies: 33
Views: 34075

Ok ok.... sorry about that everyone. I think everything is in order. Same link as above.
by mbrenaman
Mon Aug 29, 2005 8:40 am
Forum: NES Music
Topic: Viable game sound and music solution
Replies: 33
Views: 34075

mbrenaman > don't know if this is an bugg or not.. but if you push the A and B buttons repeatedly really fast you can make the sounds get stuck. it's easiest to do it when the music is off. Oh man... Sorry about that. Thanks for trying it out. I thought I had fixed it. It should be fixed now plus s...
by mbrenaman
Mon Aug 29, 2005 1:19 am
Forum: NES Music
Topic: Viable game sound and music solution
Replies: 33
Views: 34075

Well, thanks to blargg, Soundy's been tested on the real NES. I fixed two small bugs and viola http://mbrenaman.com/soundy_1_1_2.zip

And I suppose that's it. Thank you everyone and I'll thank blargg just one more time.
by mbrenaman
Sun Aug 28, 2005 8:20 am
Forum: NES Music
Topic: Viable game sound and music solution
Replies: 33
Views: 34075

Welp blargg, it seems to work. I've done some more work and added your solution and have uploaded a new version http://mbrenaman.com/soundy_1_1_0.zip . Works in Nintendulator, hope it'll work on the real thing. When you was a kid ? I love it right now, personally Actually, after comparing the two so...