Search found 481 matches

by neilbaldwin
Sat Jun 27, 2009 6:13 am
Forum: NES Hardware and Flash Equipment
Topic: PowerPak - what do I need?
Replies: 23
Views: 9143

PowerPak - what do I need?

OK, so I have; - a MacBook running OSX (10.5.x) - a FamicomAV And I want to be able to use the Famicom to test out music (reference sound, as there is no substitute for hardware) and play a few games etc. What do I need from the PowerPak shop? Will just the basic PowerPak cart suit my needs, do I ne...
by neilbaldwin
Sat Jun 27, 2009 2:11 am
Forum: NES Music
Topic: granular synthesis analysis tool
Replies: 35
Views: 31713

Still cool how it sounds like it plays the cymbals and hi-hats simultaneously on the DOWN sample. In a traditional NES music engine, that would correspond to treating the cymbals as "instruments" and the hi-hats as "sound effects". I have my drums on a virtual track to achieve t...
by neilbaldwin
Wed Jun 24, 2009 11:49 pm
Forum: NES Music
Topic: granular synthesis analysis tool
Replies: 35
Views: 31713

Don't get me wrong, I think it's a noble effort and if you could make it work with pitch too I'd definitely use it. Do you mean fix the sample-rate thing? Or using two voices? Yep, using multiple voices. I appreciate that that may make it massively more complicated. Seems like I'm the only one conc...
by neilbaldwin
Wed Jun 24, 2009 7:25 am
Forum: NES Music
Topic: granular synthesis analysis tool
Replies: 35
Views: 31713

I got the code compiling with ASM6. Pretty interesting experiment though I was right about the sounds ;)
by neilbaldwin
Wed Jun 24, 2009 7:01 am
Forum: NES Music
Topic: granular synthesis analysis tool
Replies: 35
Views: 31713

Cool idea but somewhat limited if only using the noise channel. There are pitch/tonal qualities to many percussion sounds that can't be simulated with noise alone. Yeah -- I've seen the simulators that use one sine and one white noise source behind a VCF, that work remarkably well. My rationale for...
by neilbaldwin
Wed Jun 24, 2009 3:33 am
Forum: NES Music
Topic: granular synthesis analysis tool
Replies: 35
Views: 31713

Cool idea but somewhat limited if only using the noise channel. There are pitch/tonal qualities to many percussion sounds that can't be simulated with noise alone. I always found the best way was to do it by ear - load a drum sample into a sample editor and play it back at 1/2 or 1/4 speed. You can ...
by neilbaldwin
Mon Jun 22, 2009 1:04 am
Forum: NES Music
Topic: New Nijuu Demo
Replies: 3
Views: 3559

New Nijuu Demo

New demo song on the website - enjoy :)
by neilbaldwin
Thu Jun 18, 2009 2:36 am
Forum: NES Music
Topic: How to get a good dmc without noise??
Replies: 10
Views: 7054

Tepples : I was about to embark on writing my own WAV->DPCM tool but stumbled across this thread while looking for info on DMCCONV.

Nice job, saved me some considerable work. :)

Compiled first time in Xcode (OSX) too. Nice.
by neilbaldwin
Wed Jun 03, 2009 10:15 pm
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

I noticed that when I pause Nestopia emulation, it recenters the DC killer. That caused problems when I tried to record my volume test program . Ah, that would explain the waveform I saw when I recorded the output of Nestopia. You see a short positive DC offset that normalises itself over a few fra...
by neilbaldwin
Wed Jun 03, 2009 2:47 pm
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

Disch wrote:Sadly, no. Sorry. All I could do is test it on other emulators, which doesn't help any for a definitive response.
No worries, man. Thanks for trying the other emulators. So can you report that you had it happen in Nestopia but not in any other?
by neilbaldwin
Wed Jun 03, 2009 1:17 pm
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

sta #$400a ; <-- I'm assuming that '#' is a typo This sounds like a problem with NEStopia. Nothing in the code you posted would cause a pop/click/whatever. Oops, yeah, typo. Strangely it compiled OK :) I'm hoping it's a Nestopia issue. It doesn't happening in Audio Overload, as I said, but it's a m...
by neilbaldwin
Wed Jun 03, 2009 9:27 am
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

Are you sure this is coming from the Triangle and not another channel? Try silencing all other channels and see if it goes away. Square/DMC are much more likely to be causing pops than the triangle. Can you provide a recording of the audio? The only way I know of that you can make a pop with the tr...
by neilbaldwin
Wed Jun 03, 2009 9:20 am
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

In a bid to eliminate a possible Nijuu bug, I removed the calls to Nijuu and in the reset code just did this; lda #$88 sta $4008 lda #$ff sta $4009 lda #$00 sta #$400a lda #%00000010 sta $400b And at approximate $2d0 frames in, you get a click. Can some people try it and see if you get the same? Als...
by neilbaldwin
Wed Jun 03, 2009 9:06 am
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

Tried using $88/$00 as on/off and it's the same.

I even tried just writing $88 and instead of writing a $00 to turn the voice off, I disabled it in $4015.

No different.
by neilbaldwin
Wed Jun 03, 2009 8:54 am
Forum: NESdev
Topic: Weird Audio Bug on Triangle Voice
Replies: 16
Views: 5807

Quick typo correction : it should've been $2d0 not $240.

Sorry :)