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Playing nsf in Powerpak
Posted: Wed May 13, 2009 1:09 pm
by Jarhmander
Is the Powerpak able to play NSFs?
Posted: Wed May 13, 2009 1:57 pm
by MottZilla
Yes I believe it is. I remember an update mentioning it could load NSFs.
Posted: Wed May 13, 2009 3:29 pm
by Jeroen
Yes.
Posted: Wed May 13, 2009 7:39 pm
by Jarhmander
To any volunteer: please try this
nsf into your Powerpak and record the result. It uses NO extra sound but uses $4011 a bit.
Thanks in advance.
Posted: Wed May 13, 2009 8:15 pm
by Guido Anchovy
Here's about 57 seconds of it from my toaster NES:
http://home.comcast.net/~guidoanchovy/bipolar.ogg
Posted: Wed May 13, 2009 9:31 pm
by Jarhmander
Thanks alot Guido Anchovy
It sounds really nice on real hardware! I'm very happy...
I used a special trick for the bass, while the looped sample is playing I update $4012 and $4013 so it loop in another part in the sample, and also I made clicks with $4011 to improve drums... I wonder if any existing game used that kind of tricks
Posted: Thu May 14, 2009 5:11 am
by miau
wow, that bass sounds incredibly smooth and high-quality. Much better even than your typical Sunsoft bass.
How big are your samples and how fast is the music engine? (I suppose not too big if you loop them?)
The clicks combined with the triangle kicks are cool, too.
Posted: Thu May 14, 2009 5:22 am
by tepples
Is that an NES or a geNESis?

I like.
Posted: Thu May 14, 2009 8:21 pm
by Jarhmander
I appreciate alot your comments... They are heart-warming.
Here's the complete source for those who are interested (PPMCK). It's a bit old...
Heh not, it's not my own music engine but only that PPMCK that nobody likes... So the nice sounding portamento is nothing more than a carefully calculated pitch macro that sweeps the square channels in a exact number of frames... For the bass you'll never know how long it was to make those samples, to find where it loops better and where to put the release part -- yes, you read it right, those samples have all information for a complete ADSR, well, you can play and sustain and then release...
To achieve this I used the 'y' command in PPMCK that allow to poke values where you want, so I manually changed the playback settings soon after the beginning of the DMC and to make that bass note release, I change again playback setting and I clear the loop bit in $4010. Needless to say, that's pretty inefficient (and PPMCK itself is pretty inefficient).
Bass samples are pretty big (~2K-3K) and there are 10 of them in the nsf (of which few of them are used), occupying almost the whole 32KB.