Search found 229 matches
- Wed Oct 03, 2018 3:07 am
- Forum: NESdev
- Topic: Fun with strange bugs!
- Replies: 22
- Views: 10241
Re: Fun with strange bugs!
I can tell you that I'm way too obsessed about coding mistakes to just roll back and carry on when something seemingly unrelated breaks! Whenever that happens to me, I spend as much time as it takes to figure out *exactly* what went wrong, otherwise something even more sinister may end up happening...
- Mon Sep 24, 2018 2:47 am
- Forum: NES Music
- Topic: Poll, What music driver do you use?
- Replies: 15
- Views: 25274
Re: Poll, What music driver do you use?
Famitracker (0CC fork by Hertzdevil) for quick compositions. If I'm working on a homebrew, or other project then I always stick to writing my own unless someone else is in charge of the project and wants to go for a particular driver.
- Tue Sep 04, 2018 10:45 am
- Forum: NESdev
- Topic: MM3 scanline counter, check multiple point possible and how?
- Replies: 44
- Views: 13854
Re: MM3 scanline counter, check multiple point possible and
If you have a different IRQ system for different parts of your game it is pretty useful to set up multiple IRQ handlers in software by pointing the IRQ vector at RAM, where you place a JMP absolute (hex: $4C) instruction when initializing the console, and then the two byts after it will be used as t...
- Fri Aug 17, 2018 1:42 am
- Forum: NESdev International
- Topic: Language: Dutch
- Replies: 13
- Views: 27041
Re: Language: Dutch
Bestaat er ergens misschien een Nederlands sprekend forum voor retro dingetjes? Ik zou met m'n Nederlands echt op de hoogte moeten blijven wat ik makkelijk zou kunnen door gesprekken over retro ontwikkeling en zo.
- Sat Aug 11, 2018 2:24 am
- Forum: NESdev
- Topic: Removing/Disabling music but keeping sound effects
- Replies: 14
- Views: 6364
Re: Removing/Disabling music but keeping sound effects
This largely depends on how the particular sound engine is built. I personally always have two flags that allow me to disable the music and/or sound effects so that the player can change these settings. But most games probably did not bother to add any kind of separation, in which case you'll have t...
- Thu Aug 09, 2018 10:58 am
- Forum: NES Hardware and Flash Equipment
- Topic: Strange IRQ code in Namco 163 games
- Replies: 1
- Views: 2950
Re: Strange IRQ code in Namco 163 games
My first guess would be an odd protection method against possible bad pirate copies of the mapper, or hardware failure?
- Thu Aug 09, 2018 10:17 am
- Forum: NES Hardware and Flash Equipment
- Topic: Triangle Channel is quieter than the rest on AV Famicom
- Replies: 8
- Views: 3808
Re: Triangle Channel is quieter than the rest on AV Famicom
I don't personally know about "8bit Power Music Final", but Kirby's Adventure uses DPCM samples that tend to leave the DAC level quite high, which reduces the volume of the triangle and noise channels. Maybe this was intentional because the game tends to use the triangle for non-bassline p...
- Wed Jun 13, 2018 4:05 pm
- Forum: NES Music
- Topic: How to properly calculate sampled duty cycles for the DPCM?
- Replies: 16
- Views: 16482
Re: How to properly calculate sampled duty cycles for the DP
If you are going for conserving space it is indeed the best solution, especially when you want to simultaneously do something unusual for an NES game. I once wrote a demo song that tries to sound "advanced" while only using the base hardware features, including a looped DPCM waveform made ...
- Mon Jun 11, 2018 4:03 pm
- Forum: NES Music
- Topic: How to properly calculate sampled duty cycles for the DPCM?
- Replies: 16
- Views: 16482
Re: How to properly calculate sampled duty cycles for the DP
An incredibly limited solution is to use a 0×16+1 byte sample to avoid the detuning to B major. Now you have a C major scale mapped to pitches 0-7 (8 continues with D' but then 9 gives you an F')
- Thu Mar 29, 2018 3:40 am
- Forum: Other Retro Dev
- Topic: PC Engine waveform channel updates
- Replies: 8
- Views: 21043
Re: PC Engine waveform channel updates
Ah, I only intend to update the waveform once per field at the fastest (up to 1254 cycles if all 6 channels had to be updated), so to me the biggest concern is whether the waveform step is reset to 0 when I update the waveform.
- Wed Mar 28, 2018 4:22 am
- Forum: Other Retro Dev
- Topic: PC Engine waveform channel updates
- Replies: 8
- Views: 21043
PC Engine waveform channel updates
I have recently taken interest in programming for the PC Engine/TG16. I've been meaning to do something interesting with the audio, so I tried regularly changing the waveforms to get more realistic instruments. https://www.youtube.com/watch?v=BI6so4w9mu8 Now based on what I read in the documentation...
- Mon Feb 12, 2018 5:23 pm
- Forum: NESdev
- Topic: MMC5's Extended Attributes, some potential issues...
- Replies: 24
- Views: 7220
Re: MMC5's Extended Attributes, some potential issues...
I agree that sticking to certain limits does not necessary mean someone wants to "role-play". On the one hand, I'm also developing with a small cart in mind, but that's because I want it to be easy and cheap to build a real cart, and I also don't have a budget to hire someone to create gra...
- Sun Dec 24, 2017 3:59 am
- Forum: NESdev
- Topic: Any UnROM like mappers that support 512kb from NES heyday?
- Replies: 11
- Views: 3965
Re: Any UnROM like mappers that support 512kb from NES heyda
2.2.3 Should support oversized UNROM and BNROM games, I've noticed this problem too where the data above a certain threshold would be cut off, so my PCM demos looped way too early (Because Bank $10 was treated as Bank $00 and so on).
- Wed Dec 13, 2017 2:47 pm
- Forum: NES Music
- Topic: Create 4-bit unsigned little endian PCM samples?
- Replies: 26
- Views: 14280
Re: "Ghostbusters!" PCM little help needed
I wonder if you could get better quality audio from that amount of space by making it a DPCM sample. Granted you'd have to move a lot of data around to put the sample past $C000, since you can't really rely on the DPCM unit's wrap behavior (Starting at $FFC0 will wrap back to $8000 instead of $C000 ...
- Fri Dec 01, 2017 2:29 pm
- Forum: NESdev International
- Topic: Language: Dutch
- Replies: 13
- Views: 27041
Re: Language: Dutch
Hoi, en sorry dat ik net een necrobumpje veroorzaak, maar ik ben er erg benieuwd naar of er iemand uit België of Nederland nog actief is.