Search found 264 matches
- Tue Mar 10, 2015 8:03 am
- Forum: SNESdev
- Topic: Dirt Racer game
- Replies: 7
- Views: 2370
Re: Dirt Racer game
This is a loading screen. I also know that this game dynamically makes some of its code and sends it to WRAM to execute, so that's part of the magic that might be happening in the background.
- Mon Mar 09, 2015 6:46 am
- Forum: SNESdev
- Topic: BRR streaming code not working for unknown reason
- Replies: 7
- Views: 2606
Re: BRR streaming code not working for unknown reason
I can determine exactly what went wrong now that I realize where the bug was. What you wrote to $F0 resulted in the following instead of your intended effect... - RAM Writes were disabled (this is why you ran into your bug in which nothing was being written) - Timers don't work - Waitstates on RAM a...
- Wed Mar 04, 2015 8:11 am
- Forum: SNESdev
- Topic: Need a beta tester for real SNES Hardware
- Replies: 16
- Views: 5518
Re: Need a beta tester for real SNES Hardware
Maybe SNESGSS will do the trick? https://code.google.com/p/snesgss/ On my end, I don't use that sound driver (at least for its traditional use: through the application) due to a platform incompatibility. However, I have assisted with its implementation in Furry RPG, and I fooled around with the soun...
- Mon Mar 02, 2015 9:40 am
- Forum: SNESdev
- Topic: Need a beta tester for real SNES Hardware
- Replies: 16
- Views: 5518
Re: Need a beta tester for real SNES Hardware
Welcome back undisbeliever! For Elevator Madness DX, you press Start to play the game. I can't test these games on real hardware. I have an actual SNES, but no cart capable of playing custom programs. I'm still glad to play with them via emulator, even if briefly. I have successfully made real SNES ...
- Sun Mar 01, 2015 8:28 am
- Forum: SNESdev
- Topic: ca65 Questions
- Replies: 6
- Views: 2201
Re: ca65 Questions
The assembler loads a value from a memory location (which would be whatever is stored in $0004 plus the data bank register) instead of a constant without that # there.
- Sun Mar 01, 2015 8:13 am
- Forum: SNESdev
- Topic: ca65 Questions
- Replies: 6
- Views: 2201
Re: ca65 Questions
Sure it is! Simply put in a line somewhere saying...
bullet = 4
That's how to define for at least the .asm file.
bullet = 4
That's how to define for at least the .asm file.
- Mon Feb 23, 2015 9:33 am
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 66832
Re: New SNES game in development: Furry RPG (working title)
That initialize command is required each time you change the pointer to either the ADSR table or the SFX (you currently don't use SFX). Otherwise, the main thing that seems to be going wrong in your playback is related to wrong ADSR envelopes. Since changing sample packs changes the ADSR and SFX poi...
- Sat Feb 21, 2015 6:17 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
To me, granular synthesis sounds correct.
- Sat Feb 21, 2015 2:36 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
Why did you have to hand code waveforms? I hand-coded them on the grounds that I wanted fine control over the sample I was creating. I could have just simply snatched any old pulse wave sample and resampled it, but in this case, I decided to specially craft one and import it raw. Do these waves hav...
- Sat Feb 21, 2015 1:45 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
So all the sample IDs refer to the same sample, but at different loop points?? Yee, but what effect have you exactly achieved here?? Is there a name for this, and does it require a certain type of sample waveforms to produce the effect? I have no idea what's going on, please keep filling in light o...
- Sat Feb 21, 2015 1:31 pm
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 66832
Re: New SNES game in development: Furry RPG (working title)
You need to issue a command to the SNESGSS sound driver to make it play sound in stereo (the sound is mono by default). The command ID according to the source code is 03, and you need to send it a parameter of 01 to make it stereo. Feel free to use the old method for now for this build (as in, havin...
- Sat Feb 21, 2015 10:41 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
I simply messed around with the sample IDs while the note is playing. The SPC700 will simply fetch different loop points as it plays the samples when the sample ID is changed without keying on the sample again. SNESGSS's change instrument feature directly messes with the sample ID and ADSR envelope,...
- Sat Feb 21, 2015 8:03 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
I also had the idea of non linear playback of a waveform pointer (like with 80's Casio keyboards). But that would require an interrupt. The idea is that you deform a waveform that has two parts, by stretching or compression the first and second halfs. The timbre changes are you change the mid point...
- Thu Feb 19, 2015 7:43 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29609
Re: SNES audio hardware info
That's a combination of pitch modulation and playing different samples...
I intend to enhance this effect with real time loop point modifications one day. I'm creating my own sound driver to do this job.
I intend to enhance this effect with real time loop point modifications one day. I'm creating my own sound driver to do this job.
- Tue Feb 17, 2015 9:10 pm
- Forum: SNESdev
- Topic: Throwback... Sunday?
- Replies: 45
- Views: 14796
Re: Throwback... Sunday?
Decided to look up Shonumi for fun... in hiragana. Needless to say, I got next to nothing on Google. The English version says did you mean Shomuni, but points to your works in the search results.