Search found 274 matches
- Wed Jul 16, 2014 12:38 am
- Forum: Homebrew Projects
- Topic: Flappy Bird port
- Replies: 23
- Views: 50809
Re: Flappy Bird port
This is amazing, I always love to see NES ports! While it looks fine without the parallax scrolling, I think you could make this port as feature packed as possible, such as having the "Game Over" and related boxes appear (with backgrounds, of course) as well as the night mode that Fox ment...
- Tue Jul 15, 2014 12:08 pm
- Forum: NES Music
- Topic: Music from 1001 Spikes
- Replies: 10
- Views: 5029
Re: Music from 1001 Spikes
several songs use different expansions (FDS, VRC6, MMC5, 2a03-only). Allow me to quote the Team Fortress 2 Spy. Nothing is more nauseating than a game whose music is inconsistent as all hell. I thought people would never tire of dickriding the VRC6, let alone mashing every single expansion audio to...
- Fri Jul 11, 2014 9:19 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
Hypothetically speaking, how could one make an "NES LAN kit", if at all possible? Perhaps by linking the consoles together by the cartridge slot, or the expansion port, or both?
- Wed Jul 09, 2014 7:45 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
This particular thread is off topic to begin with, I feel bad for making it in the first place. But I have some curiosities about the console, so yeah. I don't know how the controller ports could link two consoles and their information together. Maybe they meant the expansion port? And I wouldn't pu...
- Wed Jul 09, 2014 12:00 am
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
The Vs Dualsystem is what I what I actually had in mind when I mentioned the dual NES audio. However, that machine seemed to essentially be two NES hooked up via LAN, with each console displaying something different but playing the same game. Did that only work for simple games (such as Wrecking Cre...
- Tue Jul 08, 2014 10:03 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
That sounds pretty good actually. You should hack that game to play that song instead, and maybe get rid of the ass backwards controls. And since Nintendo's arcade games used the same processors as the NES did, I wonder if any things generated by those chips would be possible to replicate at all on ...
- Tue Jul 08, 2014 9:05 am
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
That makes sense, I thought it had something to do with DPCM screwing up some programming, similar to the corrupted/sporadic input reads which was allegedly fixed for PAL consoles. I could see Nintendo not noticing there was a problem with inputs, as the first game that used them, Wild Gunman, did n...
- Mon Jul 07, 2014 11:02 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
@mike: Most of their non-NES soundtracks make heavy use of orch hits, be it TMNT 4 or GI Joe or that one game based on that cartoon about Cows turned Cowboys. Orchestra hits were to Konami as to what BAH BAH is to New SMB. @memblers: I figured that the tuning would've been a big reason why it was av...
- Sat Jul 05, 2014 6:37 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
I don't have an idea for a game, sadly, at least not yet. All I know is that it would be incredibly ambitious, something that would've come out late in the console's life but did not. As for non-DPCM orchestra hits, this one guy managed to make an "NES cover" of Pokemon Diamond/Pearl/Plati...
- Sat Jul 05, 2014 12:07 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
It seems like, while iconic of the era, not many NES games had decent sounding orchestra hits (not to mention not many had them in the first place) Probably because the orchestra hit fad hadn't yet infected popular music. NES music was largely more rock-influenced than EDM-influenced. But there was...
- Sat Jul 05, 2014 10:25 am
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
Regarding the orchestra hit, this is important. Is that sample 7-bit PCM, or 1-bit DPCM, and what track? It seems like, while iconic of the era, not many NES games had decent sounding orchestra hits (not to mention not many had them in the first place), possibly due to how 'complex' the sound is. An...
- Fri Jul 04, 2014 9:26 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
That's impressive, but awfully hissy. Would maximizing the usage of the DPCM channel (by any means necessary) produce hissy sounds? I know the answer to that, even Sunsoft's basslines are hissy. Is there a way to eliminate hiss from 1-bit DPCM other than using drum samples?
- Fri Jul 04, 2014 7:23 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
What about Recca? I'm fairly certain that Recca has a lot of songs, and each of the songs are in the minutes, not to mention this game has about a dozen samples. What's funny is that these exact same samples were used in (Samurai) Zombie Nation as well as a bassline sample, but ZN has much shorter, ...
- Fri Jul 04, 2014 5:37 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Re: Using steady DPCM samples as a 'lead'
Interesting, thanks for the replies. That chibi-tech song (as much of an anti-fan I am of this person's work) is what I would imagine a "no holds barred" NES soundtrack would sound like, the 2A03 at it's full potential. Problem with that, as tepples said, is that memory would be too expens...
- Fri Jul 04, 2014 12:56 pm
- Forum: NES Music
- Topic: Using steady DPCM samples as a 'lead'
- Replies: 40
- Views: 17289
Using steady DPCM samples as a 'lead'
The NES' DPCM channel wasn't very reliable for being used as anything more than a drum channel. However, some programmers have managed to use it into the bassline channel (best example being Sunsoft's Fester's Quest and after games), and Skate or Die 2 uses it as a guitar (though presumably they are...