Search found 229 matches
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
If the space becomes a huge issue I think an oversized BNROM comes to mind or something like that...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...