Search found 229 matches
- Tue Jun 20, 2017 12:38 am
- Forum: GBDev
- Topic: Concept for actually making VIN useful - "MBC-5B"
- Replies: 23
- Views: 10999
Re: Concept for actually making VIN useful - "MBC-5B"
If you want easy wiring the SN76489 could also be useful, you only need one register for it (some bits of the data written determine which channel receives the lower bits and whether it's a volume or period register write)
- Sat Jun 10, 2017 3:08 pm
- Forum: NES Music
- Topic: 256-byte "music generator"
- Replies: 7
- Views: 6604
256-byte "music generator"
I was inspired by the "A Mind is Born" 256-byte demo on the C64 to try and put something interesting in the same amount of space for the NES. Not counting the stupid required system init things it does fit into 256 bytes and there's a TON of ways to improve on this but this was just a proo...
- Fri Jun 09, 2017 9:53 am
- Forum: NES Music
- Topic: Practical use of 75% duty cycle?
- Replies: 5
- Views: 4129
Re: Practical use of 75% duty cycle?
There is a practical use if you want phasing effects to behave differently. For example playing the same note, but with slightly offset pitch on two channels using 25% and 75% pulse-width results in a high-pass filter-sort of PWM effect instead of the usual phasing (it's recommended to retrigger the...
- Sat May 27, 2017 2:05 pm
- Forum: NES Graphics
- Topic: My "Kat" shmup game graphics
- Replies: 5
- Views: 4589
My "Kat" shmup game graphics
I'm slowly getting into creating some of the assets for my game (8k CHR-ROM only) and I'd like to get some criticism and ideas on how to improve myself. Generally I practice with art I receive/commission or find on the internet by using them as a base for "pixelization" as far as the mugsh...
- Fri Mar 31, 2017 6:39 am
- Forum: Newbie Help Center
- Topic: NES Programming Tutorial : Interrupts
- Replies: 3
- Views: 3166
Re: NES Programming Tutorial : Interrupts
Two things that stood out to me:
- $2007 is the PPU_DATA register, your table makes it look like it is part of the mirorred address space.
- The iNES header is 16 bytes, not 256 (but the rest of the tutorial with the ROM addresses actually considers it 16 bytes).
- $2007 is the PPU_DATA register, your table makes it look like it is part of the mirorred address space.
- The iNES header is 16 bytes, not 256 (but the rest of the tutorial with the ROM addresses actually considers it 16 bytes).
- Wed Mar 29, 2017 3:25 am
- Forum: NESdev
- Topic: Sine Wave Raster Effect with DMC
- Replies: 2
- Views: 1534
Sine Wave Raster Effect with DMC
For one of my stages in my game with lava at the bottom, I'd like to create a sine wave movement pattern to make things look more interesting. However, my game is small and is based on very simple cart hardware so I use the DMC for raster effects. I know that I need to do this with timed code becaus...
- Wed Mar 29, 2017 3:14 am
- Forum: NESdev
- Topic: Why NES have too ugly arch?
- Replies: 80
- Views: 21503
Re: Why NES have too ugly arch?
As far as instruction sets go, sometimes I look at the Z80 set with quite some envy. It may be slow as all hell but it sure has some clever instructions that I could really use in NES programs. For example the bit tests that can test a single bit in a register or in RAM. With the 6502 you can only c...
- Mon Mar 27, 2017 8:37 am
- Forum: Homebrew Projects
- Topic: MintaBOOM - A WIP sample-based music engine for the NES
- Replies: 4
- Views: 6718
Re: MintaBOOM - A WIP sample-based music engine for the NES
Minor Update: ------------- I am still working on this little project every now and then, and I have created a simple compression tool that optimizes a raw 8-bit PCM file sampled at 8 272Hz for the player. Currently the player uses a primitive 1-bit RLE compression, to make use of the MSB (since the...
- Mon Mar 27, 2017 8:13 am
- Forum: NESdev
- Topic: Why NES have too ugly arch?
- Replies: 80
- Views: 21503
Re: Why NES have too ugly arch?
It takes a miniscule amount of time to read in the grand scheme of things (even with an active DMC), and even then some games opted out for an unrolled loop and had the same code repeated 8 times. It works, and honestly my question would rather be why the designers of the Mega Drive felt that a cont...
- Thu Sep 01, 2016 12:12 pm
- Forum: NESdev
- Topic: "APU basics": register initialization question
- Replies: 28
- Views: 9873
Re: "APU basics": register initialization question
Based on a quick look at that page I'm extremely happy that when I started out I only ever used the APU reference to do what I wanted... part of the truth was that I had already familiarized myself with most of the APU features through Famitracker so it all made sense to me.
- Wed Aug 31, 2016 3:56 pm
- Forum: NESdev
- Topic: Sound synthesizer using $4011, 2a03 only
- Replies: 47
- Views: 12651
Re: Sound synthesizer using $4011, 2a03 only
My solution to that problem is to use a byte of $AA or $55 for the timing, so the underlying square wave should be inaudibly high at rate $F. The 1-bit fluctuations caused by this sample shouldn't be too bad.
- Wed Aug 31, 2016 1:41 pm
- Forum: NESdev
- Topic: Hiding sprites and OAM decay
- Replies: 16
- Views: 5035
Re: Hiding sprites and OAM decay
For the record, I'm using CHR-ROM and it's not going to be backswitched... this is supposed to be a tiny game aiming high... (1-bit BNROM-register to enable 64k of PRG) I added the gradient because CHR-ROM can't be compressed anyway... for monochrome fonts it's pretty easy by leaving out the second ...
- Wed Aug 31, 2016 3:58 am
- Forum: NESdev
- Topic: Hiding sprites and OAM decay
- Replies: 16
- Views: 5035
Hiding sprites and OAM decay
I have this issue where I would like to hide sprites behind a HUD, which is at the top of the screen. The first idea I had was disabling sprites during VBlank and enabling them from an IRQ at the bottom of the status bar. Although this would be the least CPU-intensive method possible, it could be pr...
- Wed Aug 31, 2016 3:46 am
- Forum: NESdev
- Topic: Sound synthesizer using $4011, 2a03 only
- Replies: 47
- Views: 12651
Re: Sound synthesizer using $4011, 2a03 only
If sampling rate is an issue, you could try the method I used to get double the normally achievable rate with DMC interrupts (8 272Hz) by sitting in the IRQ handler enough to pump out another sample right in-between two consecutive IRQ-s. It takes more CPU, but you can also spend the time after the ...
- Mon Jul 11, 2016 5:03 am
- Forum: Homebrew Projects
- Topic: MintaBOOM - A WIP sample-based music engine for the NES
- Replies: 4
- Views: 6718
MintaBOOM - A WIP sample-based music engine for the NES
This is a project I've been doing on the side for a while now, and it's time to finally reveal it and show my current progress. MintaBOOM (the word "minta" [mintɒ] being the Hungarian word for "sample") is a new, work-in-progress music player, which aims to make it possible to pl...