Search found 229 matches
- Tue Mar 29, 2016 2:59 am
- Forum: NESdev
- Topic: Reasonable implementation of PCM
- Replies: 20
- Views: 8129
Re: Reasonable implementation of PCM
Yes, the point is to create high-quality sound without any audio expansion mappers, as that would exclude all non-modded NES systems. But as far as custom mappers go, at that point using a microcontroller with its own ROM would be even better. The bottleneck is a stock 2A03/2A07. The controller woul...
- Mon Mar 21, 2016 3:39 pm
- Forum: NESdev
- Topic: Reasonable implementation of PCM
- Replies: 20
- Views: 8129
Reasonable implementation of PCM
For a few months now, it's been on my mind to find some way of playing non-Delta sampled sound while also being able to run a game. I have arrived at a couple possible obstacles, some of them being easier to overcome than others: You absolutely need: - A cycle-based IRQ counter - Lots of space - An ...
- Sat Mar 12, 2016 3:43 am
- Forum: Newbie Help Center
- Topic: ASM6 Illegal Instruction?
- Replies: 8
- Views: 2819
Re: ASM6 Illegal Instruction?
Yeah, looks like it, because sometimes I took out the basic windows notepad to make quick modifications instead of having to run Notepad++ for everything and the encoding has changed... So I'll just have to re-save those source files and that's it. Thank you!
- Sat Mar 12, 2016 3:09 am
- Forum: Newbie Help Center
- Topic: ASM6 Illegal Instruction?
- Replies: 8
- Views: 2819
Re: ASM6 Illegal Instruction?
I tried it but nothing changed. The funny thing is that I have another 32k bank which is included in the exact same way and has the same intro comments, and it doesn't give me an error by itself if I comment out this first one.
- Sat Mar 12, 2016 2:53 am
- Forum: Newbie Help Center
- Topic: ASM6 Illegal Instruction?
- Replies: 8
- Views: 2819
ASM6 Illegal Instruction?
I've decided to upgrade from NROM to a 1-bit BNROM in order to have all my core routines organized into a separate bank. However, a weird error popped up out of nowhere: 08000 ;---------------------------------------------------------------- 08000 ; 64kB PRG-ROM 08000 ;------------------------------...
- Thu Mar 10, 2016 11:59 am
- Forum: NES Music
- Topic: Is there a consensus on what emulates FDS audio the best?
- Replies: 6
- Views: 4891
Re: Is there a consensus on what emulates FDS audio the best
Supposedly, this track should have proper bass notes, but in NSFPlay 2.3 it sounds all weird and distorted. So I don't know where the truth lies either.
- Mon Mar 07, 2016 3:27 am
- Forum: NESdev
- Topic: Indexing information across banks.
- Replies: 14
- Views: 3696
Re: Indexing information across banks.
I'd probably break this up into 3 individual tables, one for the bank numbers, one for the low, and one for the high bytes of each address, because this way you don't need to multiply anything. It might be a bit more difficult to maintain it this way because you have 3 tables, but you're putting sli...
- Sun Mar 06, 2016 2:24 pm
- Forum: NESdev
- Topic: Beginner question
- Replies: 45
- Views: 11645
Re: Beginner question
Well this is your lucky day because maybe I can help. But don't expect me to be that great because I'm one of the less knowledgeable people around here. I'm just doing this as a hobby, while others do programming as a job. Battle City only has 16kB PRG ROM, and the NES can see 32kB at once on its ow...
- Wed Feb 24, 2016 2:19 pm
- Forum: Newbie Help Center
- Topic: Self-modifying code applications?
- Replies: 5
- Views: 1726
Self-modifying code applications?
I really am wondering what this enables you to do, and the only thing I figured is to remove some limitations of certain instructions, like the fact that BIT only has zero page and absolute addressing. So the game puts a BIT instruction with absolute addressing in RAM, followed by two empty bytes, a...
- Tue Feb 16, 2016 10:36 am
- Forum: Newbie Help Center
- Topic: Coding Help - How to cycle the palette of a section of tile
- Replies: 6
- Views: 2371
Re: Coding Help - How to cycle the palette of a section of t
Small improvement: You don't need to test equality with $00, because when you load your variable, the zero flag will automatically reflect whether you have loaded a non-zero value or not. The same goes in case you are using the negative flag. If all you're asking is "is this value greater than ...
- Mon Feb 15, 2016 9:03 am
- Forum: Newbie Help Center
- Topic: Having Another Jab at a Camera System
- Replies: 36
- Views: 7130
Re: Having Another Jab at a Camera System
I don't think 2 bits per block is THAT restrictive if you can select from sets of four meanings based on the current stage or whatever. You'd only be restricted to using 4 block types at a time, but you could switch to a set of "Nothing/Solid/Death/Ice" when you need those, and switch to a...
- Sat Feb 13, 2016 7:58 am
- Forum: NES Music
- Topic: Bank switching while DMC sound plays
- Replies: 4
- Views: 3892
Re: Bank switching while DMC sound plays
You might even find a use for the random noise that aries, or playing back code as DPCM. Unrolled PPU update code can usually produce some kind of limited wavetable-like tone.
- Mon Feb 08, 2016 12:57 pm
- Forum: NES Music
- Topic: PCM sound requirements?
- Replies: 22
- Views: 12256
Re: PCM sound requirements?
I've made a square wave generator using the DMC IRQ. I play a 1-byte sample, which is the value $AA, so an alternating bit pattern of 1s and 0s. I play the sample at the fastest possible DMC sampling rate. This is so that the DPCM sample doesn't interfere with the rest of the sound more than it has ...
- Sun Feb 07, 2016 3:23 am
- Forum: NESdev
- Topic: Bankswitched CHR-RAM?
- Replies: 10
- Views: 3150
Bankswitched CHR-RAM?
I've got this idea recently to somehow combine the benefits of using CHR-ROM and CHR-RAM. For the sake of a simple explanation, let's assume we have 32k of RAM. Of course the PPU would only ever be able to use $0000-$1FFF of the RAM chip by default. However, with discrete logic the game can control ...
- Sun Feb 07, 2016 2:26 am
- Forum: NES Music
- Topic: PCM sound requirements?
- Replies: 22
- Views: 12256
Re: PCM sound requirements?
With a mapper IRQ you could get a sampling rate of ~11kHZ for about 50% CPU time, though the biggest concern is that even if your NMI handler is not very busy and you allow IRQs to interrupt it, you still have to deal with OAM DMA every frame, during which a few IRQs should happen. Maybe it could wo...