Search found 264 matches

by KungFuFurby
Wed Dec 30, 2015 4:17 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

The negative octave handling code is not present in snesmod-1.2.asm. In addition, I added a clrc opcode just past asl a in oct_cont so that negative octaves don't mess anything else up.
by KungFuFurby
Mon Dec 28, 2015 4:25 pm
Forum: SNESdev
Topic: Finally on MSU1: Chrono Trigger with anime intro ;-)
Replies: 99
Views: 48292

Re: Finally on MSU1: Chrono Trigger with anime intro ;-)

But yeah, change sucks, I know. But higan's an experimental emulator that's trying out brand new things. Stuff's going to break. Often. That's part of the deal. And it's higan's willingness to break conventions when new info comes along that allows only higan to run things like the SNES competition...
by KungFuFurby
Wed Dec 16, 2015 8:42 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

Your SNESMod has a bug that I had fixed (and got incorporated into an actual updated version of SNESMod )... The bug that occurs has to do with loading sound effects. It happens when loop points go bad and cause the carry flag to accidentally get set, resulting in the sample pointers to be out of al...
by KungFuFurby
Wed Dec 02, 2015 11:26 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 179995

Re: Why no SNES homebrew scene?

Here's my two cents (I'm not a Modplug user, though):

I take samples from soundfonts, but I resample them and manually assign loop points to them utilizing Schism Tracker.
by KungFuFurby
Fri Nov 27, 2015 7:48 am
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

This reminds me of Shin Togenkyo, which did the same thing. Here are my results... Game Music Box ~ Fails after a few seconds (just like Shin Togenkyo) Audio Overload 1.5 ~ Sticks on the first note (Shin Togenkyo worked) Audio Overload 2.0 ~ Fails just like Shin Togenkyo (causes glitched audio) vspc...
by KungFuFurby
Fri Nov 13, 2015 9:04 am
Forum: SNESdev
Topic: SNES NSPC question
Replies: 5
Views: 2895

Re: SNES NSPC question

There's also SNESMod, which is kinda the industry standard right now, but as I understand it it's more for chiptunes than games, and it's a pain because it's just a converter and doesn't do hardware simulation for playback. Thus if you want to use a native SPC effect, you have to just use the track...
by KungFuFurby
Sat Oct 03, 2015 3:32 pm
Forum: SNESdev
Topic: SNES Music - Stuck/Prob with SNESMOD Lite Edition
Replies: 4
Views: 2210

Re: SNES Music - Stuck/Prob with SNESMOD Lite Edition

Did you use the cd command to go to where the .it file was located first?

If so, then what error did you get when trying to run the program?
by KungFuFurby
Thu Oct 01, 2015 7:46 am
Forum: SNESdev
Topic: Need someone to clarify on the SPC700 PCALL instruction
Replies: 3
Views: 2038

Re: Need someone to clarify on the SPC700 PCALL instruction

Oh rats. I just realized I myself was misusing the PCALL instruction (not to mention I never executed any of my programs, thank goodness...). I mistook PCALL for using it as an indirect jumping table that could use the entire address range (in contrast to TCALL). Terranigma made me realize I really ...
by KungFuFurby
Wed Sep 23, 2015 12:10 pm
Forum: SNESdev
Topic: spc700 music playing code
Replies: 12
Views: 3746

Re: spc700 music playing code

That seems like a good way to organize the parameters. If it weren't for the fact that I have college work to attend to (which can seriously hamper my musical production at times), I would jump right in on the condition that the converter accepts IT files. That, and perhaps a nice quick way for me t...
by KungFuFurby
Sun Sep 13, 2015 7:58 am
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

Some of my older psuedo-SNES songs actually use Ixy (normally I improvise with volume envelopes, but it would be neat to see that actually get implemented).
by KungFuFurby
Tue Aug 25, 2015 6:22 am
Forum: SNESdev
Topic: Enjoying your froyo?
Replies: 279
Views: 57437

Re: SNES Tilemap Editor?

Also i developed my own sound driver for the Megadrive for easy music and SFX handling in game development. You can find it in my SGDK toolkit, i called it XGM driver and it basically allows you to have 5 FM + 4 PCM (@14 Khz) + 4 PSG everything handled by the Z80 cpu only. The samples played on the...
by KungFuFurby
Tue Aug 18, 2015 3:38 pm
Forum: SNESdev
Topic: SNES Tilemap Editor?
Replies: 69
Views: 19892

Re: SNES Tilemap Editor?

There was mention in a topic relating to the NES that you could create a map editor (or other type of data editor) on the console itself and save the map data to SRAM. Was it this ? For a real game, you'll want to design a level format and make a level editor for that format. The good news is that ...
by KungFuFurby
Sun Aug 16, 2015 9:23 am
Forum: SNESdev
Topic: How do you know if your code is structured well enough?
Replies: 55
Views: 11159

Re: How do you know if your code is structured well enough?

I actually attempted macros on WLA DX. I partially abandoned them as a result of me attempting some magic that ended up failing quite horribly.
by KungFuFurby
Sun Aug 09, 2015 5:50 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

S0D ~ reset echo delay (alternately, this could be disable echo writes) S0E ~ reset echo volume (alternately, this could be enable echo writes) S0F ~ reset echo feedback I'll accept these changes and move Z13-Z14 to Z11-Z12 since now there's nothing there. May as well call this big featureset "...
by KungFuFurby
Thu Jul 30, 2015 3:17 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 23021

Re: Sound driver fun

Filesize-wise, I kept everything below 5632 bytes. Anything bigger, and you're forced to modify the SNESMod compiler application and the source code to deal with the change (I stopped just 10 bytes short of having to do this)... and for me, I wanted to just simply implant the code using a hex editor...