Search found 141 matches

by Bavi_H
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 ...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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, ...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...
by Bavi_H
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...