Search found 229 matches

by za909
Sat Feb 06, 2016 3:14 pm
Forum: NES Graphics
Topic: Pixel artist looking for partner
Replies: 65
Views: 68426

Re: Pixel artist looking for partner

That's the same reason why I never confronted anyone when I got to a dead end with my first project... as I couldn't make any decent graphics on my own and there was no certainity of me being able to finish everything and paying the pixel artist... So now if I ever get to be the sound designer somew...
by za909
Wed Jan 27, 2016 5:38 am
Forum: NES Music
Topic: NSF player "cheats"?
Replies: 33
Views: 15418

Re: NSF player "cheats"?

My suggestion would be an option to also silence the triangle at period $7FF because the sound engine used in games like Recca, Kickmaster, and Zombie Nation "silences" the triangle by writing $7FF to the period, which produces a noticable sustained "breathing" sound from the qua...
by za909
Fri Dec 25, 2015 8:24 am
Forum: NES Graphics
Topic: Pixel artist looking for partner
Replies: 65
Views: 68426

Re: Pixel artist looking for partner

Hey! Those graphics remind me a bit of the later Sunsoft games with the darker tone. I'm always up for doing music and sound effects but that's not a particularly unique skill around here... and it also depends on how big this project would be. If it's a small NROM game, you should not expect to get...
by za909
Sun Dec 20, 2015 3:28 pm
Forum: NESdev
Topic: Guys give me suggestions: VRC7 vs N163?
Replies: 26
Views: 8833

Re: Guys give me suggestions: VRC7 vs N163?

On the N163 you can definitely rewrite the wave RAM no problem, the 24-bit phase counter can be reset manually to zero by writing to all three registers, and I was thinking if this could eliminate the DC clicks when you change the volume from zero to something non-zero. Granted your wave would have ...
by za909
Sun Dec 20, 2015 12:31 pm
Forum: NESdev
Topic: Guys give me suggestions: VRC7 vs N163?
Replies: 26
Views: 8833

Re: Guys give me suggestions: VRC7 vs N163?

With the N163, you need to sacrifice a lot of ROM space (and presumably CPU time) to really make use of its potential by rewriting the waveform every frame. You can cycle through a full loop of a string ensemble-sample for example, but you need to have a lot of waveforms to simulate the sound develo...
by za909
Sun Dec 20, 2015 5:48 am
Forum: NES Music
Topic: Ultra Famitracker VRC7 Skills
Replies: 4
Views: 4441

Re: Ultra Famitracker VRC7 Skills

Most games with a lot of expansion audio channels are typically RPGs, or text adventure games. I don't know if processing the output for the extra channels takes that much CPU time, but with the VRC7 you need to waste cycles after every write, to wait for it to internally handle the write. At least ...
by za909
Fri Dec 11, 2015 2:14 pm
Forum: Newbie Help Center
Topic: Writing to $03f0
Replies: 11
Views: 3343

Re: Writing to $03f0

This is why I prefer to treat colors in my programs as 1 global background color + 8 3-color palettes. That way I avoid wasting memory (ROM and RAM) with non-existent or unrenderable colors. Can't you actually use those colors though if you have a scanline counter available to make one of those lin...
by za909
Mon Dec 07, 2015 2:50 pm
Forum: NES Music
Topic: PAL Frame Counter
Replies: 7
Views: 8035

PAL Frame Counter

I'd be interested to learn more about the timing of the frame counter in PAL units, especially how the IRQ functions. Does it happen less often than with the NTSC frame counter? Because if it doesn't, it could be useful to easily maintain the same resolution for an audio engine in both regions by us...
by za909
Sun Aug 23, 2015 12:02 pm
Forum: NES Graphics
Topic: Idea for cell-shaded FMV on the NES
Replies: 18
Views: 9649

Re: Idea for cell-shaded FMV on the NES

This looks really promising, and way more advanced than how the Bad Apple demo looked.
If the space becomes a huge issue I think an oversized BNROM comes to mind or something like that...
by za909
Sun Aug 23, 2015 5:06 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11208

Re: za909 "helpme" - thread

It seems that I'm misinterpreting the entire process here... I could be close or really far here, and if I can't make it work I'll just have it as it is. Don't get, don't have it. So I have tried to set it up in numerous ways with the cycle wasting at different points: NMI: - At the start of NMI, la...
by za909
Fri Aug 21, 2015 3:41 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11208

Re: za909 "helpme" - thread

Thanks, that got me somewhere, though the behavior seems to be different in every single emulator I tried. In fceuX I get the effect perfect (too perfect in fact because there is no jitter at all) but the measurement gives results all over the place. Even though I wait for line -1 , start the sample...
by za909
Fri Aug 21, 2015 2:32 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11208

Re: za909 "helpme" - thread

Thanks, I got it to work, and the DMC IRQ as well (moved to the start of NMI after saving the registers), the thing is though, it seems to have a really instable timing to it, and I don't know if it is to be expected or I'm doing something incorrectly because there's a 0 to 3 scanline error up and d...
by za909
Wed Aug 19, 2015 1:07 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11208

Re: za909 "helpme" - thread

So I have to make this a bumped triple post... (at least it started a new page) But is it a good time to read the controller at the end of NMI (which is not using all its time anyway) ? I now use DMC IRQs for raster splits and I launch the sample at the prerender line, and disable the DMC during NMI...
by za909
Fri Jul 31, 2015 3:52 am
Forum: Newbie Help Center
Topic: Time Frame for Full Game Development
Replies: 23
Views: 7007

Re: Time Frame for Full Game Development

And this is exactly why I had to realise that whatever I was planning could not be taken seriously at all. I jumped into 6502 with almost no programming experience beforehand, and although I could get some things done it still doesn't change the fact that I'm not fast enough and I'm not wired for th...
by za909
Sat Jul 04, 2015 4:31 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11208

Re: za909 "helpme" - thread

Better way to organize game loops? I've finally come up with a system I can make use of universally, but I'd be interested to hear what other ways there are (This post and answers to it could be split into a new thread actually, so if someone's looking for game loop systems it's an easier find or so...