Anyone willing to make my rom project better? Ill pay $$!

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infidelity
Posts: 486
Joined: Fri Mar 01, 2013 4:46 am

Anyone willing to make my rom project better? Ill pay $$!

Post by infidelity »

Something that I just could not figure out, when the coding of everything was too late. I was given info on how to solve it, but I couldn't get it to work. My rom project I released late last year, Zelda - The Legend of Link, experiences slowdown. I'm not worried about the physicalness of the slowdown, but the audio aspect, is the one im disappointed in the most.

The sound engine is jsr'd to within the NMI. Back then I wasn't as smart with asm, and just figured I would throw in the jsr to the sound engine, within the hard wired bank, thinking that would do the trick.

I feel my work would he much more appreciated, (myself included) if the audio experienced no lag. Would any advanced coders be willing to look at my current rom, and try to decipher how the sound engine could be spared from the significant lag it has? I'd be willing to pay $20 if that seems reasonable?

Thanks for reading everyone. :-)
michikaze
Posts: 36
Joined: Sat Jun 28, 2014 2:35 am

Re: Anyone willing to make my rom project better? Ill pay $$

Post by michikaze »

Advanced only? Awww...
infidelity
Posts: 486
Joined: Fri Mar 01, 2013 4:46 am

Re: Anyone willing to make my rom project better? Ill pay $$

Post by infidelity »

Or anyone if they can get it to work, lol. Advanced meaning more experienced than me.
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thefox
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Re: Anyone willing to make my rom project better? Ill pay $$

Post by thefox »

infidelity wrote:The sound engine is jsr'd to within the NMI. Back then I wasn't as smart with asm, and just figured I would throw in the jsr to the sound engine, within the hard wired bank, thinking that would do the trick.
That should do the trick unless 1) NMI is being disabled somewhere during frame updates, or 2) the sound engine routine that is being jumped to isn't actually running the sound engine, but only writing to the sound registers.

#1 sounds like a likely problem here. It can't be fixed by optimizing the sound engine. You have to make sure that NMI stays enabled at all times (or is only disabled for very short periods of time), and that all of the other code in the program is aware that the NMI might fire at any time.
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