Search found 85 matches
- Fri Aug 26, 2005 4:03 pm
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
Ha, no, I didn't notice that... I missed the whole .nsf itself actually, went straight for the .nes I noticed there are some sounds that happen when pushing A and B in the .nes file. Are these sounds going to be part of your game? Kinda, the nes file is a test program for the sound stuff. Pressing ...
- Fri Aug 26, 2005 2:41 pm
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
Looks fairly good, actually it even is more advanced than the write I wrote on myself that is only focused on volume and that doesn't allow pitch effects at all for now (I'll surely do a second version someday). The music is cool, in Bubbleman style Yea, when I was a kid, I really loved the megaman...
- Fri Aug 26, 2005 2:34 pm
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
Sounds good. Thanks. You're the first human besides me to hear it. I don't know which emu is most accurate, but on the real system writing to $4003/$4007 will reset the duty cycle and envelope (likewise for $400B and $400F too). Well, for my vibrato effect I do so. How else could I update the curre...
- Fri Aug 26, 2005 1:42 pm
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
Sorry, I didn't feel like I needed start a new thread. Anyways... I ended up making my own playback code. You can check out a demo here http://mbrenaman.com/soundy.zip . I just have one question. Which sound emulator is the most accurate? Beacuse in some emulators, when I update the period for vibra...
- Tue Aug 16, 2005 1:36 am
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
NT2 will become usable if it isn't already. Running it with VDMSound works for me, though it's a tad bit inconvenient. I know someone who has ported NT2 to win32, surprisingly. I just tested it the other day and it seems to work fine natively. It looks and runs the same as it used to. It'll be on t...
- Tue Aug 16, 2005 12:04 am
- Forum: NES Music
- Topic: Viable game sound and music solution
- Replies: 33
- Views: 34075
Viable game sound and music solution
I've been working on my side-scroller now for awhile and I have come to the point where I want to start adding sfx and music. The problem is, I'm not sure how to go about it. MCK is to slow for a game, NT2 won't run correctly on my machine. I would write my own playback code if I knew where to start...
- Tue Aug 02, 2005 2:00 pm
- Forum: NESdev
- Topic: Scrolling jitters
- Replies: 9
- Views: 6693
- Tue Aug 02, 2005 12:57 pm
- Forum: NESdev
- Topic: Scrolling jitters
- Replies: 9
- Views: 6693
Well, I tried it in Nintendulator v.950 and it worked. However the only reason I even touched that flag is beacuse that NES101 tutorial suggested it. As for polling $2002, I thought that's what I was supposed to do. Wait for vblank to start and end, do frame updates, repeat. I'm supposing there's a ...
- Tue Aug 02, 2005 11:51 am
- Forum: NESdev
- Topic: Scrolling jitters
- Replies: 9
- Views: 6693
That was me that posted. It happened again. Sorry.
EDIT : Doh! I forgot the link http://mbrenaman.com/decursus.zip and said "I" instead of "I'll".
It hasn't been a good day for me.
EDIT : Doh! I forgot the link http://mbrenaman.com/decursus.zip and said "I" instead of "I'll".
It hasn't been a good day for me.
- Sat Jul 30, 2005 7:28 am
- Forum: Newbie Help Center
- Topic: Self Modifying Code
- Replies: 5
- Views: 4687
Thank you for the suggestion Memblers. I only really wanted to use SMC for a very time intensive loop. The subroutine was only 85 bytes, so now it resides is actual RAM. Everything works great. Saved myself 2400 clock cycles in most cases. Thanks again everyone. Glad all of you can tolerate me and m...
- Fri Jul 29, 2005 8:15 am
- Forum: NESdev
- Topic: Level designing
- Replies: 111
- Views: 44117
- Fri Jul 29, 2005 5:38 am
- Forum: Newbie Help Center
- Topic: Self Modifying Code
- Replies: 5
- Views: 4687
Self Modifying Code
Welp, back with another newb question. I assume that with my mapper #0, 32k PRG-ROM, that it is loaded into the NES' CPU memory to run. So that means I can use self modifying code.... right? Well, I tried to assuming it would work (speeding up my code some more.). Basically it's like this.... lda ma...
- Mon Jul 25, 2005 1:25 am
- Forum: Newbie Help Center
- Topic: Trouble understanding the game loop
- Replies: 6
- Views: 4394
The VRAM can be written to only during Vblank. If your main code extends past draw time into vblank time, there might not be enough time to finish screen updates before the next draw time. If all your vblank code runs from NMI, it might be encountering an inconsistent game state. Thanks. That's wha...
- Sun Jul 24, 2005 1:08 pm
- Forum: Newbie Help Center
- Topic: Trouble understanding the game loop
- Replies: 6
- Views: 4394
- Sun Jul 24, 2005 8:37 am
- Forum: Newbie Help Center
- Topic: Trouble understanding the game loop
- Replies: 6
- Views: 4394
Trouble understanding the game loop
Well, I'm back with another problem. When I add more code to my reset part of game loop (were I thought actual game logic went), I get screen garbage. So I'll tell you how I thought the game loop was supposed to go. - init everything 1. Wait for the begining and end of the NMI 2. Do game logic. 3. L...