Search found 31 matches
- Tue Dec 05, 2017 7:07 pm
- Forum: NESdev
- Topic: SNESDev - MSU-1 Hacking - Lag before song plays
- Replies: 3
- Views: 1696
Re: SNESDev - MSU-1 Hacking - Lag before song plays
Turns out that the computer I was using this morning was slow af. I'm using it on my home PC and the lag nearly almost negligible. That was also after changing it around to use a JMP instead of a JSL.
- Tue Dec 05, 2017 10:17 am
- Forum: NESdev
- Topic: SNESDev - MSU-1 Hacking - Lag before song plays
- Replies: 3
- Views: 1696
Re: SNESDev - MSU-1 Hacking - Lag before song plays
The docs imply that when you write to $2004-$2005, the MSU1 needs time to seek to the desired track and spin up the decoder. It sets the "audio busy" flag (bit 6 of the status port at $2000) until seeking has finished. On hypothetical CD-based implementations of the MSU1, seeking might ta...
- Tue Dec 05, 2017 7:40 am
- Forum: NESdev
- Topic: SNESDev - MSU-1 Hacking - Lag before song plays
- Replies: 3
- Views: 1696
SNESDev - MSU-1 Hacking - Lag before song plays
Hi, Does anyone know what could cause the rom to lag when playing a PCM track? Yesterday I hacked Zelda to play PCM tracks instead of spc tracks (It can fallback as well). I ported the code over to Kyuuyaku MEGAMI tensei but the odd thing is the game lags before loading and playing the track. I did ...
- Fri Dec 01, 2017 5:14 pm
- Forum: NESdev
- Topic: Can you port NES music to SNES remakes of NES games?
- Replies: 21
- Views: 6275
Re: Can you port NES music to SNES remakes of NES games?
Just had an idea...
What if it's an MSU-1 hack?
The only cappy thing is, you'd need an SD2SNES or a specific emulator.
BUT thoeretically this is possible to deploy with NES clarity using MSU-1.
What if it's an MSU-1 hack?
The only cappy thing is, you'd need an SD2SNES or a specific emulator.
BUT thoeretically this is possible to deploy with NES clarity using MSU-1.
- Thu Nov 30, 2017 12:33 pm
- Forum: NESdev
- Topic: Can you port NES music to SNES remakes of NES games?
- Replies: 21
- Views: 6275
Re: Can you port NES music to SNES remakes of NES games?
This.Make the Super NES version use square waves to sound just like an NES?
- Thu Nov 30, 2017 11:50 am
- Forum: NESdev
- Topic: Can you port NES music to SNES remakes of NES games?
- Replies: 21
- Views: 6275
Can you port NES music to SNES remakes of NES games?
I have not looked much into music hacking, except for this FF6 document I was reading a while ago but what I want is probably different. Could Mario Bros 3 in Mario All Stars for example have Mario Bros 3 NES music, or is this impossible? I've got an NSF for Mario bros 3 and an SPC for Mario All Sta...
- Wed Nov 22, 2017 10:10 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Just in case it helps, in FCEUX's debugger if you left click in the grey column just to the left of the disassembly, you can use its built-in assembler to type a patch in assembly instead of trying to convert everything to hex. There are no labels in this assembler, but you type the target address ...
- Wed Nov 22, 2017 9:47 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Okay. It works, holy crap. Even more surprising, the hack allows player 2 to join via pushing start. I thought start was not applicable for player 2 on Famicom. That's insane. Thanks a lot tepples. My friend and I have been meaning to play Battletoads USA on my famicom since forever and now we can d...
- Wed Nov 22, 2017 9:30 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. For some reason though, pushing the keys does nothing at all. The game is still running thou...
- Wed Nov 22, 2017 9:28 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. For some reason though, pushing the keys does nothing at all. The game is still running thou...
- Wed Nov 22, 2017 7:50 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. Here is what I have based on your post, to replace the entire routine. But for BCC and BPL, ...
- Wed Nov 22, 2017 7:29 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Can we JSR to unused space (stream of FFs maybe?) and replace some of the code so that we can fit those 3 extra bytes? $9470 has a lot of FF entries it looks like. Maybe JSR $9470 where ROR occurs which would also replace the ROL $0015 (26, 15). Then when we jump, we do AND #$03 CMP #$01 ROL $0015 ...
- Wed Nov 22, 2017 7:06 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
Re: hacking Battletoads to read input from the Famicom Exp p
Each ROR instruction at $8D86 and $8D8C needs to be replaced with these two instructions AND #$03 ; A = 1 for hardwired, 2 for expansion, 0 for neither CMP #$01 ; C = 1 iff this button on either controller is pressed Unfortunately, each of these adds 3 bytes to the routine for a total of 6 bytes. M...
- Wed Nov 22, 2017 6:11 pm
- Forum: NESdev
- Topic: hacking Battletoads to read input from the Famicom Exp port
- Replies: 18
- Views: 4736
hacking Battletoads to read input from the Famicom Exp port
Hi, How can we make Battletoads read input from the Famicom expansion port, for player 1 and player 2? Neither P1 or P2 work, only the hard-wired controllers. Surprisingly battletoads Japan doesn't work with the exp port either. I can test hacks on my Everdrive using my Famicom Hori arcade stick tha...
- Sat Mar 26, 2016 1:56 pm
- Forum: Reproduction
- Topic: Megami Tensei NES translation reproduction
- Replies: 10
- Views: 16961
Re: Megami Tensei NES translation reproduction
That is delicious!
Though, I would not be able to do this myself. I'm wondering if anyone else could, since I am not adept at this at all ;_;
Though, I would not be able to do this myself. I'm wondering if anyone else could, since I am not adept at this at all ;_;