Search found 85 matches

by mbrenaman
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 ...
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
Tue Aug 02, 2005 2:00 pm
Forum: NESdev
Topic: Scrolling jitters
Replies: 9
Views: 6693

Well, I took out the I flag commands and tried to do what I think Disch meant and uploaded it.

This is what I did to time the frames.

(inside the reset part)
main loop:

wait_nmi = 1
do
while wait_nmi == 1

(the nmi)
nmi:

do everything I need to
wait_nmi=0


Does that sound right?
by mbrenaman
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 ...
by mbrenaman
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.
by mbrenaman
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...
by mbrenaman
Fri Jul 29, 2005 8:15 am
Forum: NESdev
Topic: Level designing
Replies: 111
Views: 44117

Sorry to butt in, but this is the first I'm hearing of having to read from $2002 before using $2005/6. I tried adding "bit $2002" before my writes to them in the scroller I'm making and it went from working fine to scrolling very jerky in Nintendulator. The only time I read from $2002 is w...
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
Sun Jul 24, 2005 1:08 pm
Forum: Newbie Help Center
Topic: Trouble understanding the game loop
Replies: 6
Views: 4394

You have to be sure to don't use the same variable in NMI that in the game logic (including Temp variables and so on, the only exeption can be the flags and the PPU data, so if you have a PPU buffer, the "correct" way to do this is input a flag to say if the buffer is "ready" or...
by mbrenaman
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...