Search found 476 matches
- Sat Feb 28, 2015 7:07 pm
- Forum: SNESdev
- Topic: BRR streaming code not working for unknown reason
- Replies: 7
- Views: 2604
Re: BRR streaming code not working for unknown reason
since your using a tool that doesn't use native SPC700 I can't even comment lol.. but you're not actually setting the FLG, in your case use it to unmute all the channels and disable echo.. in your case you set echo region to 0xFF00 so there's likely 4 bytes occupied there from echo region, that has ...
- Sat Feb 28, 2015 5:23 pm
- Forum: SNESdev
- Topic: BRR streaming code not working for unknown reason
- Replies: 7
- Views: 2604
Re: BRR streaming code not working for unknown reason
Check that you have disabled echo in the FLG register...echo can and willl mangle up to 30KB of memory based on the setting of EDL from address specified in ESA. In most cases, the memory occupied is 2KB * EDL, unless EDL is 0, it only occupies 4 bytes from ESA. If that's not the problem, good luck ...
- Mon Feb 23, 2015 4:16 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
I really love what you're doing here KFF, I just don't have the time to invest in learning about this stuff right now
- Sun Feb 22, 2015 9:32 am
- Forum: SNESdev
- Topic: The SNES Project!
- Replies: 34
- Views: 7954
Re: The SNES Project!
Fix: malloc(strlen(argv[0])+1);thefox wrote:I was just quickly glancing through the source.That's a buffer overflow. Similar cases appear elsewhere in the code.Code: Select all
fn = malloc(strlen(argv[0])); strcpy(fn, argv[0]);
- Sat Feb 21, 2015 3:37 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
ありがとうございますtepples wrote:I think the effect is called granular synthesis.
KungFuFurby is this correct? or is this wavetable synthesis - in which case I recall the term thrown around earlier in this thread, but its fundamentals are above my knowledge levels
- Sat Feb 21, 2015 3:04 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
KFF, can you please tell me what effect this is? If you tell me that, I don't even have to try to learn this from you, I can just learn it somewhere else. I did respond to your last post and here were my thoughts: "Using the same block" -- What block are you talking about? Initialization b...
- Sat Feb 21, 2015 2:22 pm
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
Somebody throw me a bone here, seriously!!! What exactly has KFF achieved?? All I know in a rough sense is that he has sucessfully performed some effect on SPC, "emulated" by the use of rapidly altering loop points during a sample playback.. But from a general perspective, what did he prod...
- Sat Feb 21, 2015 11:16 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
FYI I updated my previous post like 20 times.. please take another look at it
- Sat Feb 21, 2015 11:03 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
Be prepared for a barrage of questions!!! 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...
- Sat Feb 21, 2015 9:33 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
KFF, what exactly is happening here?
- Fri Feb 20, 2015 4:39 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
I did it on the PCE with a 7khz timer, but it was kinda noise-y/gritty. The SPC has faster timers if it helps, one is 32,000 Hz.. the other 2 are 8000 Hz.. An .spc file is 65kB, so it must be the contents of the RAM plus some kind of header. Besides the header(s) and RAM are also the DSP registers,...
- Thu Feb 19, 2015 9:43 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
Can the DSP generate interrupt for when a channel sample block encounters a 'loop' point? Yes and no, -- although an interrupt cannot be generated, you can use timers and check the ENDX register. ENDX signifies each voice's arrival to the BRR end block. This will be the last BRR block before the lo...
- Thu Feb 19, 2015 9:18 am
- Forum: SNESdev
- Topic: SNES audio hardware info
- Replies: 90
- Views: 29607
Re: SNES audio hardware info
The SPC700 has no interrupt sources wired to it. It has only the interval timers. Hence "timers as interrupts.." == find an appropriate timer (3, one of which is high resolution), and evaluate an appriopriate interval to "interrupt on" -- but if you're doing "heavy" pr...
- Thu Feb 19, 2015 8:04 am
- Forum: SNESdev
- Topic: New SNES game in development: Furry RPG (working title)
- Replies: 107
- Views: 66829
Re: New SNES game in development: Furry RPG (working title)
Ramsis I love your demo dude! Nice work!
- Thu Feb 19, 2015 7:48 am
- Forum: SNESdev
- Topic: SNES DEAD AFTER MOD SUPERCIC
- Replies: 7
- Views: 3541
Re: SNES DEAD AFTER MOD SUPERCIC
You can undo your work & see if the SNES works stock.. then you can maybe have a better idea that the system is still OK just by itself. Then you'll know where the problem is -- the system, or your hack.