Search found 155 matches

by strangenesfreak
Fri Sep 14, 2007 11:31 am
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 22853

For $4011 mixing, assuming the gameplay can allow for it without too much difficulty, would it be plausible to mix drum beats (realistic or using sound waves) with simple wave channels (squares, triangles, saws, etc.) instead of realistic non-drum sound samples (guitar sounds, etc.)? Would simple wa...
by strangenesfreak
Fri Sep 14, 2007 8:57 am
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 22853

Which mapper is that? And how would anything drive $4011 during OAM DMA? That game uses MMC3, but it doesn't use its IRQs for $4011. Actually, it doesn't update $4011 during VBlank, sorry that I forgot to mention that. None of the games I mentioned update $4011 during VBlank, only when the screen's...
by strangenesfreak
Thu Sep 13, 2007 6:43 pm
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 22853

With extra hardware of course this make things differently Would "extra hardware" include mappers with their own IRQs? Gauntlet II and King of the Ring used the MMC3's IRQs for driving $4011 during rendering only but they don't slow down. Gauntlet II updated $4011 every 3 scanlines, King ...
by strangenesfreak
Thu Sep 13, 2007 1:33 pm
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 22853

Updating APU Regs Multiple Times Per Frame

How practical would it be to write a sound engine that wrote to the APU registers 2 times per frame instead of one time per frame? I think it would be interesting with an engine like this, maybe more depth could be added to the APU channels, like for frequency changes, or duty cycle changes for the ...
by strangenesfreak
Mon Sep 10, 2007 3:31 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak's available again.. (but almost gone!)
Replies: 45
Views: 16336

kyuusaku wrote:My guess would be that the update is in the loader code, not the actual fusemap
I didn't find any differences in the loader code, which I believe is around offsets $0-3ff in the .MAP file. They were all in the fusemap.
by strangenesfreak
Mon Sep 10, 2007 2:27 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak's available again.. (but almost gone!)
Replies: 45
Views: 16336

I wonder how much the changes for the PowerPak would affect the PowerPak mapper development kit . I used a hex editor to compare the MAP03 file in the kit to the most recent one, and there were some differences, not including updated dates. Maybe those changes are necessary for disabling WRAM proper...
by strangenesfreak
Wed Sep 05, 2007 2:38 pm
Forum: NESdev
Topic: Color manipulation
Replies: 3
Views: 2350

The color emphasis bits in PPU register $2001 can sort of "emphasize" red, green, and blue, or combinations of those (red+green= yellow, red+blue= magenta, green+blue= cyan, all bits set= just darkens the palette). You can see those bits at the $2001 section in the NES PPU wiki article. I'...
by strangenesfreak
Sun Sep 02, 2007 6:14 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

You definitely don't want to do DSP on RF video or even any video DSP with the Powerpak, it's so not equipped for that (needs ADC, DAC and RGB encoder). Would it be practical to install a small PCB or similar inside the cart containing a video processor+DAC genlocking with the NES's video, and assi...
by strangenesfreak
Sat Sep 01, 2007 11:28 am
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

What kinds of extra electronic parts would be needed to reduce noise from the cart PPU video output - resistors, capacitors? If one wanted to mod a PowerPak cart for some wires for this genlocking, how would you define FPGA pins for those wires to connect with? With an original Famicom, when using g...
by strangenesfreak
Sat Sep 01, 2007 10:47 am
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

When you're genlocking with cart PPU and NES PPU video with RF output, how would you get the NES's audio output from a top-loader NES to mix with video? Would it be even possible, since the top-loader does not have A/V nor does it have an expansion port?
by strangenesfreak
Fri Aug 31, 2007 3:19 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

But by now, you're just using the NES as a 6502 CPU, 2 KB of RAM, and a gamepad. You're headed toward Theseus' paradox , and you might as well make your own console at this point ;-) Heh, I can see your point. I could see ways to use audio and/or video genlocking without entirely replacing the PPU ...
by strangenesfreak
Fri Aug 31, 2007 2:08 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

Ok, I think I'm starting to understand now. So would such a special cartridge need an extra wire and adapter to connect its own TV out to the NES's wires to the TV? How much would it cost to install a TV out wire from the cartridge; would it be cheap? Could this 32x-like TV out concept be applied fo...
by strangenesfreak
Fri Aug 31, 2007 1:28 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

If you have a PPU/VDP design in silicon (either ASIC or FPGA), it would probably be easier to make the design emit an NTSC signal directly than to make it emit an NES compatible bitstream. Exactly how would the NTSC signal emitted reach to the NES? I'm a little confused, since there's no Video In p...
by strangenesfreak
Fri Aug 31, 2007 11:50 am
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

To add on the pseudo-screenpalette idea, I also thought about the mapper outputting 2-3 pixel pattern consisting of colors of the same luminance to cause luma/chroma crosstalk, resulting in different hues. It would probably take a comparable amount of work to make a TV encoder from scratch, emitting...
by strangenesfreak
Fri Aug 31, 2007 8:52 am
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

Pixel/Palette Flickering For More Colors

The Hellraiser cart flickers pairs of colors together to fake more colors. There's a project in Brad Taylor's development guide that flickers between pairs of palettes to fake more palettes. I thought of a mapper that had the ability to combine both methods, or maybe even allowed flickering between ...