Search found 264 matches

by KungFuFurby
Fri Jul 11, 2014 6:46 pm
Forum: SNESdev
Topic: BGMODE or parameter changes during scanline
Replies: 123
Views: 36247

Re: BGMODE or parameter changes during scanline

I thought of using a H-Blank IRQ to change the BG Mode as a possibility under the condition that the GUI actually covered up the background in the process. I could also in theory do this for a port that I am considering, using Mode 7 to simplify the pixel drawing process (I am going to use this to z...
by KungFuFurby
Thu Jul 03, 2014 8:28 am
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 23498

Re: PVsneslib - SNES JUKEBOX

I could contribute some .it files. They're already specially made for the SNES, meaning conversion should work perfectly fine. I also have .it files that when converted, can pull off pitch modulation and noise generation. There are two catches: - Requires a special version of SNESMod (I have the cor...
by KungFuFurby
Wed Jul 02, 2014 1:31 pm
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 23498

Re: PVsneslib - SNES JUKEBOX

Soundbanks have to be created from the .it files... not the .spc files.
The biggest reason why is because you might be dealing with completely different sound drivers in the .spc files.
by KungFuFurby
Wed Jul 02, 2014 1:18 pm
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 23498

Re: PVsneslib - SNES JUKEBOX

I have an ASM trick to get around that 32,768 byte limit (which is WLA DX deleting "unused banks"). Just have the first character in the name of the sections above the 32K limit be an exclamation point, and that problem should go away. Thus, this is your new result... ; .include "hdr....
by KungFuFurby
Tue Jun 03, 2014 10:34 am
Forum: SNESdev
Topic: I give up!
Replies: 10
Views: 4007

Re: I give up!

My two guesses would have been XMSNES or the one from N-Warp Daisakusen. But so far, I think it's neither, and therefore I have no clue what the original sound driver is.
by KungFuFurby
Tue Jun 03, 2014 5:56 am
Forum: SNESdev
Topic: I give up!
Replies: 10
Views: 4007

Re: I give up!

I actually have a curiosity with some data that accidentally got left over. I also found this in the earlier Busty Baby Blows Bots ROMs that I have. Did you ever attempt to create a sound driver? I noticed some sound data in the ROM (ROM banks 2 and 3), although clearly a major component of it is ov...
by KungFuFurby
Sat May 24, 2014 7:33 am
Forum: SNESdev
Topic: SNES controller code to work properly.
Replies: 26
Views: 6294

Re: SNES controller code to work properly.

Your vectors look OK to me. There is a possible caveat in your VBlank routine that can cause problems later on... This is how you started your VBlank code: pha phx phy php This is how you ended your VBlank code: plp ply plx pla rti There are three catches to this code that might be causing a freeze ...
by KungFuFurby
Sun Apr 27, 2014 11:04 am
Forum: SNESdev
Topic: New SNES demo released at The Gathering 2014
Replies: 26
Views: 16658

Re: New SNES demo released at The Gathering 2014

Yeah... a lookup of the SPC700 assembly tells me that it is almost entirely run by itself. The only interactivity is to stop and start the music. I'm actually in the process of cracking open the order list and decoding the pattern data for my own amusement, mainly because I'm interested in taking a ...
by KungFuFurby
Sat Apr 26, 2014 8:02 am
Forum: SNESdev
Topic: New SNES demo released at The Gathering 2014
Replies: 26
Views: 16658

Re: New SNES demo released at The Gathering 2014

I dumped the .spc file, being a SPC set ripper at heart. No streaming data, that's for sure. Also, the 65C816 ASM to my knowledge is microscopic. I suspect the SPC application is self-running. I attempted a music modifier, just for fun, and I have no clue if any commands were implemented. Therefore,...
by KungFuFurby
Thu Feb 27, 2014 8:22 am
Forum: SNESdev
Topic: MSU1 Specs
Replies: 74
Views: 29584

Re: MSU1 Specs

<KungFuFurby> I personally was considering not distributing raw .pcm files, but instead make two .flac files for each piece of music (opening and loop) with some exceptions Well, on the opening + loop part ... the way that works with PCM is nice and easy. Combine the two files, and set the loop sam...
by KungFuFurby
Sun Feb 23, 2014 10:02 am
Forum: SNESdev
Topic: MSU1 Specs
Replies: 74
Views: 29584

Re: MSU1 Specs

I personally was considering not distributing raw .pcm files, but instead make two .flac files for each piece of music (opening and loop) with some exceptions, and keeping the numberings... then let them be converted by the user. The idea is that I'm going for lossless compression, but keeping the f...
by KungFuFurby
Sat Feb 01, 2014 6:49 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 180007

Re: Why no SNES homebrew scene?

I've had some experience with text-based debuggers for other consoles/computers, so that's acceptable as long as the command list is available. Pitch modulation is rarely used in music, if at all (There is one song in Jurassic Park 2 where this pops up). The most unusual implementation of pitch modu...
by KungFuFurby
Fri Jan 31, 2014 11:04 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 180007

Re: Why no SNES homebrew scene?

@KungFuKirby : How did you end up having edianness problems with BRRTools ? Did you recompile it under a big endian system ? That's exactly what I tried to do. My main computer is an iMac G5, and it uses a PowerPC processor, so it is a big endian system. Right off the bat, I determined endianness w...
by KungFuFurby
Thu Jan 30, 2014 9:00 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 180007

Re: Why no SNES homebrew scene?

Interestingly, I usually consume a good chunk of memory with music and SFX alone. - Uwol: Quest for Money (the SNES port) is 2 Mbits, and almost a third of that is the music and SFX. - MazezaM Challenge is 4 Mbits. Two fifths of that memory is used by the music and SFX. Interestingly, the game is mo...
by KungFuFurby
Sun Oct 27, 2013 4:06 pm
Forum: SNESdev
Topic: Why doesn't SPC2ROM work with Super Metroid SPCs?
Replies: 5
Views: 2531

Re: Why doesn't SPC2ROM work with Super Metroid SPCs?

Part of the problem may be the echo. Echo initialization I believe is handled incorrectly by SPC2ROM (I have never used SPC2ROM myself, because I know of a different player that handles .spc files and puts them in .smc files)... _mic made spcplayer , which handles .spcs much better (and thus should ...