Search found 229 matches
- Mon Jun 06, 2016 7:43 am
- Forum: NES Music
- Topic: Noise channel notes?
- Replies: 16
- Views: 17485
Re: Noise channel notes?
OH silly me, I was expecting some kind of pulse-like tone similar to the "periodic" mode of the SN76489 but of course the 2A03 merely moves the taps around where as the SN76489 makes the output bit the feedback bit as well as resetting the sequence any time the Noise mode/period register r...
- Sun Jun 05, 2016 4:06 am
- Forum: NES Music
- Topic: Noise channel notes?
- Replies: 16
- Views: 17485
Re: Noise channel notes?
Now another interesting thing to know would be if it's possible to reliably get the same timbre every time by immediately setting the mode flag when the NES is powered on, hopefully before the LFSR receives its first clock. Losing the static would not be an issue if there's an expansion chip present...
- Mon May 16, 2016 10:24 am
- Forum: NES Music
- Topic: $4011 writes and DPCM together
- Replies: 5
- Views: 4339
Re: $4011 writes and DPCM together
Yes, that's exactly what I want to do. It's not as harsh though because the DMC gets the level back to zero a lot more smoothly and not another $4011 write. I could even do this and have some control over the APU2 volume by selecting to play either $00 bytes all the time or $FF and writing $3F to $4...
- Fri May 13, 2016 4:26 am
- Forum: Newbie Help Center
- Topic: za909 "helpme" - thread
- Replies: 43
- Views: 11208
Re: za909 "helpme" - thread
Yes I'm mostly worried about problems that could arise due to these 1-frame delays, like things phasing through other objects. The background collision is handled very primitively (just a pair of Y coordinates for each stage the player is not allowed to cross) so I only need to do object vs. object ...
- Thu May 12, 2016 2:00 am
- Forum: Newbie Help Center
- Topic: za909 "helpme" - thread
- Replies: 43
- Views: 11208
Re: za909 "helpme" - thread
I've dug up this thread to avoid cluttering the forum more. I'm currently at the point where I need to run the AI of my objects. There are 32 slots for objects, and there is an automated system before this to spawn objects on a timer, with conditional spawns and other "effects" similar to ...
- Mon May 09, 2016 11:01 am
- Forum: NES Music
- Topic: $4011 writes and DPCM together
- Replies: 5
- Views: 4339
$4011 writes and DPCM together
Hey, I have this little question, I would like to add a little extra punch to my percussion but since I'm already using the DMC for raster effects, the only thing I can think of is setting the level via $4011 and since I'm always playing 0 bits with the DMC, it would make a pop sound and then recove...
- Fri May 06, 2016 9:44 am
- Forum: NESdev
- Topic: Parallax scrolling
- Replies: 31
- Views: 8963
Re: Parallax scrolling
That's the kind of agony I feel when I read comments like "the NES has 8 bits of memory". But to actually contribute something to the topic, it's clear that CHR-ROM has a clear advantage when you need lots of tiles swapped quickly, or have multiple tilesets available per frame, but other t...
- Thu Apr 28, 2016 11:29 am
- Forum: NESdev
- Topic: Reasonable implementation of PCM
- Replies: 20
- Views: 8129
Re: Reasonable implementation of PCM
I'm trying to figure out what would be a good container format that compromises between quality and easy, realtively fast decompresson. From what I can tell it's a reoccurring thing in the sample data to have the same value multiple times in succession, so an RLE compression format could definitely ...
- Sat Apr 23, 2016 3:40 pm
- Forum: NES Graphics
- Topic: 2nd attempt: Isometric excercises
- Replies: 33
- Views: 20192
Re: 2nd attempt: Isometric excercises
It looks wonderful as it is, but imagine the background tiles being bankswitched as you move to give a faux parallax scrolling effect... that would be costly (eight 1k banks), but even more spectacular looking!
- Sun Apr 03, 2016 9:11 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Any new ways to overclock NES without changing sound pitch?
- Replies: 17
- Views: 6601
Re: Any new ways to overclock NES without changing sound pit
At least if you played Lagrange Point it would mostly sound ok because it has it own on-board clock for the FM synth. I've tried it with a friend using an audio modded PAL NES and that worked like a charm. So if you can accept sped up crappy percussion that could work.
- Fri Apr 01, 2016 1:09 pm
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131660
Re: Pently music player is coming
Oh I see, well of course I would be the last person trying to wave a flag and bitch about why something is not being developed further instantly, I've got a lot of time to do it as well from what I can tell so I don't depend on anything here, if necessary I'll go with the text version. If needed eve...
- Fri Apr 01, 2016 11:36 am
- Forum: NES Music
- Topic: Pently: a flexible, space-efficient NES music player
- Replies: 94
- Views: 131660
Re: Pently music player is coming
Is it possible to create a comprehensive guide that tells what can and cannot be when someone is composing music for Pently in Famitracker? (Also, I assume this is based on the current official stable build, though the 0CC fork has effects that equate Pently effects a lot better, like grace notes wi...
- Wed Mar 30, 2016 1:55 am
- Forum: NESdev
- Topic: Reasonable implementation of PCM
- Replies: 20
- Views: 8129
Re: Reasonable implementation of PCM
I only decided to bust out the FME-7 because it had everything I needed for a quick test, but for a complete sampled soundtrack a custom variant of either the FME-7 , the VRC3 or something similar would be the most optimal. The biggest issue is having enough space to do it, and giving up a lot of VB...
- Tue Mar 29, 2016 3:55 pm
- Forum: General Stuff
- Topic: Emulator Hater Club (Backlash at Wii U emulator)
- Replies: 5
- Views: 2300
Re: Emulator Hater Club (Backlash at Wii U emulator)
And this is exactly why I stick to pre-7th generation systems. At least it's slightly better when PC games lose online support because there might be easy ways to solve the problem with VPN software or something else.
- Tue Mar 29, 2016 1:36 pm
- Forum: Homebrew Projects
- Topic: Very simple sprite field project.
- Replies: 1
- Views: 2281
Re: Very simple sprite field project.
I like the rapid palette changes to create in-between shades.
This sort of thing could also be useful to test movement code.
This sort of thing could also be useful to test movement code.