Search found 229 matches

by za909
Sun Apr 26, 2015 2:06 pm
Forum: Homebrew Projects
Topic: Game project help and progress thread
Replies: 105
Views: 32560

Re: Game project help and progress thread

I think I'm going to make the sound engine next. How difficult would it be to implement "instruments" that have pre-defined volume and pitch envelopes? I think that would save some space over writing the envelopes in the song data. There are really only two options that come to my mind: 1...
by za909
Tue Apr 21, 2015 4:03 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11207

Re: za909 "helpme" - thread

Ok I've been making my new system functions quite confidently. But now that I'm getting around to designig my metatile sytem for the background I need to ask this: What are the pros and cons of different data formats, having hard coded collison maps vs. Generated ones in RAM. Also what kinds of data...
by za909
Wed Apr 15, 2015 2:39 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11207

Re: za909 "helpme" - thread

I have read around, now that I've also got the controller working, and can fill CHR-RAM at a tile-level, I've asked my friend who could put together carts for me if this actually becomes a thing... and apparently I could have 256k EPROMs available, I'm not sure though if the UNROM donors natively su...
by za909
Sun Apr 12, 2015 10:24 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11207

Re: za909 "helpme" - thread

Thanks, I got it to work and at least I made a (for the time being, not very tidy) sprite 0 hit loop to wait for the end of the prerender line in and then for the sprite 0 hit, since I don't need any kind of screen split. It looks fairly consistent, but every so often a huge peak occurs, it's good t...
by za909
Sun Apr 12, 2015 7:05 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11207

Re: za909 "helpme" - thread

Thank you, so now I understand how this works. Simply the name was very misleading to me because it made me assume that this RAM being mentioned is something on the cart and not the PPU pattern RAM $0000-$1FFF. I assume it's very easy to make the faux background parallax scrolling by ROL-ing or ROR-...
by za909
Sat Apr 11, 2015 1:53 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 11207

za909 "helpme" - thread

I figured I should not clog up the forum by asking a question every so often, so I made this thread... Currently I'm struggling with understanding what CHR-RAM exactly is. So it's a 8k RAM chip on the board... but how do I use it? The confusion first began when I read about converting an NROM game t...
by za909
Mon Apr 06, 2015 2:06 pm
Forum: NES Music
Topic: APU2 amplitude changes
Replies: 1
Views: 1979

APU2 amplitude changes

So I thought I could post a question in case someone has a better way of doing this. I use 17-byte $00 and $FF DPCM ramp samples to give a "1-bit volume control" to the triangle channel. This of course affects the noise volume as well, and I thought I should add a certain value to the nois...
by za909
Mon Apr 06, 2015 11:49 am
Forum: Newbie Help Center
Topic: Mid-Frame Palette Swaps
Replies: 15
Views: 6594

Re: Mid-Frame Palette Swaps

If all of this is too much hassle for you, wouldn't it make sense to use the emphasis bits in $2001 for your status bar? You would still depend on one of the palettes but it would still produce different colors.
by za909
Wed Apr 01, 2015 8:51 am
Forum: Newbie Help Center
Topic: ASM6 confusion
Replies: 17
Views: 5178

Re: ASM6 confusion

It's an interesting situation, because I'll either embarass myself somehow, or be the catalyst to finding something so broken. Don't mind the sound effect parts or anything because that's not finished yet. It probably has a lot of unorthodox methods but I can always go back and improve it once it wo...
by za909
Wed Apr 01, 2015 8:28 am
Forum: Newbie Help Center
Topic: ASM6 confusion
Replies: 17
Views: 5178

Re: ASM6 confusion

Nope, still nothing. Splitting them into bytes makes no difference, and even a regular "jmp something" I put right after the Init jump at $8000 still turns into 4C 00 00. I also tried putting .org $816B right before the first of the problematic labels to make sure the assembler PC is at th...
by za909
Wed Apr 01, 2015 7:13 am
Forum: Newbie Help Center
Topic: ASM6 confusion
Replies: 17
Views: 5178

Re: ASM6 confusion

Yeah I got it working, the assembler was not in the same folder as my sources. So I got the listing and the labels are at the right place, because other word tables function as they should, but for the jump table ones I get this: 08168 ChangeVolLoad: 08174 ChangeRelease: 0818D ChangeOctave: 08199 Ch...
by za909
Tue Mar 31, 2015 2:33 pm
Forum: Newbie Help Center
Topic: ASM6 confusion
Replies: 17
Views: 5178

Re: ASM6 confusion

No, it has .base $8000 at the top, this being a 16k UNROM bank. Also, loading words until this comes into play is working as intended. I would create a listing, but if I launch asm6.exe from the command prompt it can't open any other included assembly sources, however when I simply drag my main sour...
by za909
Tue Mar 31, 2015 1:46 pm
Forum: Newbie Help Center
Topic: ASM6 confusion
Replies: 17
Views: 5178

Re: ASM6 confusion

Hey, I'm back again because I've hit a roadblock, for which I can't seem to find any explanation. Everything is fine and dandy, but my jump table deciding which music effect to execute is completely crazy, and likely because of an assembler related issue and not because of my programming. EffByteHan...
by za909
Mon Mar 23, 2015 1:13 pm
Forum: Newbie Help Center
Topic: Interrupt question
Replies: 4
Views: 2108

Re: Interrupt question

Thank you, yes I think I'll go with running this once per frame: (apu2vol can be set to 0 or 1 with effect commands) ldy #$40 lda APUchenable sty APUframecnt and #$10 ; if DMC is not playing atm, play the right ramp sample bne +isactive ; skip ramp loading ldy apu2vol lda #$07 sta APUdpcmpitch lda A...
by za909
Sat Mar 21, 2015 3:35 pm
Forum: Newbie Help Center
Topic: Interrupt question
Replies: 4
Views: 2108

Interrupt question

So I need to know this before designing my sound engine and NMI a certain way... I want to use two 16+1 byte "dummy" DMC samples to apply volume control to the triangle channel (the noise channel inconsistency I can get rid of easily) one of them being all $00 bytes and the other $FF bytes...