Search found 264 matches

by KungFuFurby
Thu May 21, 2015 7:34 am
Forum: SNESdev
Topic: Now you're playing with gauss!
Replies: 44
Views: 13079

Re: Now you're playing with gauss!

You've run into the same killer that SNESAmp ran into. Shin Togenkyo is especially noteworthy for me, because it also failed in some of my more current SPC players (an older version of Audio Overload was successful in playing this song), although it usually fails after a few seconds rather than righ...
by KungFuFurby
Wed May 20, 2015 10:21 am
Forum: SNESdev
Topic: Now you're playing with gauss!
Replies: 44
Views: 13079

Re: Now you're playing with gauss!

Here's my selection for each one...

Clay Fighter 2 ~ Main Menu

Mickeys Playtown Adventure ~ Title Screen

Shin Togenkyo ~ Main Menu

We're Back! A Dinosaur's Story ~ Title Screen
by KungFuFurby
Wed May 20, 2015 6:54 am
Forum: SNESdev
Topic: Now you're playing with gauss!
Replies: 44
Views: 13079

Re: Now you're playing with gauss!

by KungFuFurby
Tue May 05, 2015 8:55 am
Forum: SNESdev
Topic: SNES Emulator SE devkit
Replies: 16
Views: 8813

Re: SNES Emulator SE devkit

I'm already guessing the SNES version of Sid Meier's Civilization was Japanese-developed (or at least the sound was... I'm guessing Mint). Could be wrong, but it's much easier for me to tell who may have done the sound based off of the sound samples for the SPC700 in certain cases. What little credi...
by KungFuFurby
Mon May 04, 2015 7:48 am
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 9716

Re: Castle Platformer - would like feedback

You speak of the Dream Fighter engine (or something like that) when you mention that attempt from 7 years ago? You might have some of my long lost music from those days if you still have them in either .it or .xm format. Anything made in between mid-October 2007 and mid-August 2008 may be lost on my...
by KungFuFurby
Fri May 01, 2015 7:33 am
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 9716

Re: Castle Platformer - would like feedback

Very smooth for a SNES game. Friction-wise, seems to work quite nicely, especially on the ice platforms where I had to be more careful about slowing down.
by KungFuFurby
Wed Apr 29, 2015 7:19 am
Forum: SNESdev
Topic: Sonic MSU
Replies: 39
Views: 13571

Re: Sonic MSU

The SNES has a limited ability to reproduce the Sega Genesis sounds though its pitch modulation feature. There's a reason why I say limited, though... - Four channel limit (or even fewer in some cases if you want more operators at once) - Limited pitch control (you can't go beyond one octave without...
by KungFuFurby
Sun Apr 05, 2015 5:49 am
Forum: SNESdev
Topic: SNES audio hardware info
Replies: 90
Views: 29609

Re: SNES audio hardware info

I scrolled through the samples in an even interval without randomizing ordering.
by KungFuFurby
Sat Apr 04, 2015 8:15 am
Forum: SNESdev
Topic: SPCs that only use a single channel
Replies: 17
Views: 5666

Re: SPCs that only use a single channel

I've got some song usage details for pitch modulation in songs. I'm pretty sure The Oracle from Secret of Mana/Seiken Densetsu 2 uses pitch modulation in its opening. I also caught some pitch modulation on The Sacrifice, Part 2 from Seiken Densetsu 3 (I caught it a minute into the song, although it ...
by KungFuFurby
Fri Apr 03, 2015 5:34 pm
Forum: SNESdev
Topic: SNES audio hardware info
Replies: 90
Views: 29609

Re: SNES audio hardware info

Here are the 17 samples in BRR format:
https://app.box.com/s/aao9o1qzo03ccrxz50mmt0ujfdy2ah4l

I guess it's which waveform is being played after the previous one finishes.
by KungFuFurby
Fri Apr 03, 2015 5:20 pm
Forum: SNESdev
Topic: SNES boot/reset sequence intermittent fail
Replies: 7
Views: 2960

Re: SNES boot/reset sequence intermittent fail

Sound driver booting could be one of the things that happens while the game starts up, which would take some time to load if that were to happen (a few seconds to me).
by KungFuFurby
Mon Mar 30, 2015 7:16 pm
Forum: SNESdev
Topic: SNES audio hardware info
Replies: 90
Views: 29609

Re: SNES audio hardware info

There is no source code to speak of other than whatever source the SNESGSS sound driver used in the first place. Thus, the SPC code can simply be taken straight out of the SNESGSS sound driver. The music file was literally typed in by hand, byte by byte. SNESGSS's documentation has info on what each...
by KungFuFurby
Mon Mar 30, 2015 7:23 am
Forum: SNESdev
Topic: SNES audio hardware info
Replies: 90
Views: 29609

Re: SNES audio hardware info

I read somewhere that granular synthesis is just like wavetable synthesis except with the use of samples instead of mere oscillator waveforms... If that's the case, you would simply be scrolling thru different samples right??? Maybe i will try assigning arbitrary brr end blocks along the way in thi...
by KungFuFurby
Wed Mar 18, 2015 6:18 pm
Forum: SNESdev
Topic: SNES Programing Help 2
Replies: 91
Views: 18317

Re: SNES Programing Help 2

http://problemkaputt.de/fullsnes.htm I use this one. Works well enough for my intentions. Any details in particular you were wondering about? I have three SPC700 assembly (well... two of them use non-native syntax) sound driver examples. SNESGSS (caution, link may not last much longer, given that Go...
by KungFuFurby
Wed Mar 18, 2015 9:12 am
Forum: SNESdev
Topic: SNES Programing Help 2
Replies: 91
Views: 18317

Re: SNES Programing Help 2

Yes! a: Worked! You have no idea how happy you all have made me! :mrgreen: No problem, we need more SNES developers in the world. :D Truer words have not been spoken. Seconded. My own fandom of developing a SNES game is taking years to accomplish (My fandom is at least 10 years old and counting!), ...