Search found 141 matches
- Wed Feb 17, 2016 9:05 pm
- Forum: General Stuff
- Topic: science fiction
- Replies: 16
- Views: 5334
Re: science fiction
Here's the last sci-fi novel I read: Rainbows End - In a future with computers in your clothes and displays in your contact lenses, a grandfather recovers from Alzheimer's and, with the help of a strange online character, works with his granddaughter, his fellow high school students, and friends to ...
- Tue Feb 16, 2016 7:36 pm
- Forum: NESdev
- Topic: Wheel of Infinite Fortune [article link]
- Replies: 2
- Views: 1600
Re: Wheel of Infinite Fortune [article link]
Aw, he doesn't seem to have shared his work :( The top of the blog post links to a Reddit thread, which includes this link to the missing wheel.py: zeroone: Is the modified ROM available for download? cnbeau: Alas no, for fear that someone at Merv Griffin Enterprises is on the lookout for 30-year-o...
- Thu Feb 11, 2016 12:17 am
- Forum: NESemdev
- Topic: APU Addresses in FCEUX?
- Replies: 20
- Views: 7382
Re: APU Addresses in FCEUX?
using sound.get() creates a one frame delay. This is why I want to be able to get information directly from the APU's RAM addresses, so that my script can update along with them. I think sound.get itself is accessing the register values directly without any delay, but I could be wrong. (I have prev...
- Mon Feb 08, 2016 10:47 pm
- Forum: NESemdev
- Topic: FCEUX's FrameAdvance() Function
- Replies: 5
- Views: 2342
Re: FCEUX's FrameAdvance() Function
I don't know the exact details to answer your question, but when I investigated NES sound using FCEUX's lua, I copied the method the included scripts SoundDisplay.lua and SoundDisplay2.lua use -- they set up a function that gets called every frame using emu.registerafter. While using those scripts, ...
- Mon Feb 08, 2016 10:14 pm
- Forum: NESemdev
- Topic: APU Addresses in FCEUX?
- Replies: 20
- Views: 7382
Re: APU Addresses in FCEUX?
Unfortunately, the way the sound registers work on the NES, the internal register values can't be read back by reading the register addresses. FCEUX's memory viewers show the exact same thing the NES program would see if it read those address. If the NES program wants to be able to check the current...
- Mon Feb 01, 2016 7:27 pm
- Forum: NESdev
- Topic: NES Programming Blog
- Replies: 101
- Views: 56696
Re: NES Programming Blog
My first tests, with BPM at 120 in Reaper, import with WAY too many ticks per note. So, I did a few tests, recording with BPM (in Reaper) set to 12 (while I play the notes at 120 BPM) gets it very close to what I want. With 5 ticks per note in Famitracker. Changing the project BPM to 100 and then f...
- Sun Jan 31, 2016 1:15 am
- Forum: NESdev
- Topic: NES Programming Blog
- Replies: 101
- Views: 56696
Re: FamiTracker 0.4.2's MIDI import
I added a tutorial on 'Importing a MIDI file to Famitracker' [...] If anyone has a better method, please let me know - or any specifics on how to do this with any other software, thanks. When you record form a keyboard, I agree it's a good idea to quantize the notes. I also agree keeping the MIDI c...
- Thu Jan 21, 2016 7:41 pm
- Forum: General Stuff
- Topic: Retro VGS console
- Replies: 48
- Views: 9161
Re: Retro VGS console
I'd be interested to learn what make and model of TV is leaving out baseband composite inputs. I don't know the model, but it's a 55 inch, 1080p Panasonic "dumb" TV. I'm interested too. The next time you need to get behind the TV to plug something in, writing down the model number and pos...
- Tue Dec 15, 2015 4:19 am
- Forum: NESdev
- Topic: NES and framerate
- Replies: 33
- Views: 10029
Re: NES and framerate
Guys, be gentle. If you have previously researched how video signals work before starting to research how the NES works, then you will probably only have found information about the official NTSC format. The non-standard "240p" format the NES uses isn't often mentioned alongside official N...
- Sat Dec 05, 2015 1:49 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131657
Re: Pently music player is coming
Here's some feedback on your draft manual. Overview unclear What language is this library for? What kind of file do Pently commands go into? How do you include the Pently stuff into an NES development project? After I read the manual, I gather Pently is made of the following pieces, but I don't unde...
- Sat Dec 05, 2015 10:16 am
- Forum: NESdev
- Topic: Naming libraries
- Replies: 21
- Views: 6647
Re: Naming libraries
Fiddler: A program to log web communication. (Isn't a fiddler someone who produces noise and not someone who records other people's noise?) To fiddle with something means to play around with or manipulate something. Fiddler lets you modify the traffic if you want to. The Fiddler website description...
- Wed Nov 25, 2015 6:25 pm
- Forum: NESdev
- Topic: Help with a bug..
- Replies: 21
- Views: 5519
Re: Help with a bug..
Yes, I meant crashing the emulator itself, it is crashing FCEUX 2.2.2 Works alright on my PC, with the same(?) version of FCEUX. What's your build date? FCEUX 2.2.2 01:48:45 Sep 24 2013 mscv 1600 x86 release I'm also using the same version of FCEUX. I think there's something unusual about sempressi...
- Wed Nov 18, 2015 10:03 pm
- Forum: NESemdev
- Topic: Palette/colors clarification
- Replies: 4
- Views: 4045
Re: Palette/colors clarification
If you want to start exploring the NTSC signals the NES sends out, refer to the palette picture tepples posted above, and take a look at the nesdev wiki article NTSC video, section Brightness Levels . For now, look at the rows for "Color xx" and the column for "Normalized". For t...
- Wed Nov 18, 2015 8:58 pm
- Forum: NESemdev
- Topic: Palette/colors clarification
- Replies: 4
- Views: 4045
Re: Palette/colors clarification
When computers send a picture to a computer monitor, the picture signals that get sent are made up of seperate red, green, and blue signals. In the computer's picture memory, the color number is sometimes built from bits that represent red, green, and blue values. Other times the color number is jus...
- Mon Nov 16, 2015 9:28 pm
- Forum: NESdev
- Topic: Televisions don't like Camerica games EDIT:Ubisoft Indy too?
- Replies: 45
- Views: 19068
Re: Televisions don't like Camerica games
Just now I checked on the recently-released Wonderland Dizzy, and it actually uses color $0E. So it seems they did switch over to a different black at some point. At wonderlanddizzy.com, "The Story of the Discovery" YouTube video explains: (2:45) The disk the Oliver twins found had the so...