http://blog.ntrq.net/?p=338
Pulsar: with audio
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- neilbaldwin
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Pulsar: with audio
Quick video of my new NES tracker showing the kind of sounds that are possible when you run it at 240Hz 
http://blog.ntrq.net/?p=338
http://blog.ntrq.net/?p=338
Cool, I always through it could be interesting to run faster than 50/60 Hz. Many SNES games do stuff like that in their sound effects - it's the "standard" of the console because a 1,02 Mhz CPU is dedicated entirely to sound. This isn't the case on the NES.
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- Jarhmander
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- neilbaldwin
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- neilbaldwin
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They are both trackers but each with different approaches.
Fundamentally, what is driving Pulsar's design (heavily borrowed from LSDJ) is that I'm running the audio engine at (technically) 240hz i.e. 4 times per frame.
This provides the opportunity to explore some interesting sound modulation, not normally accessible running at 60hz. Watch the video and look out for me using the Nxx command on a continuous note, for example.
Fundamentally, what is driving Pulsar's design (heavily borrowed from LSDJ) is that I'm running the audio engine at (technically) 240hz i.e. 4 times per frame.
This provides the opportunity to explore some interesting sound modulation, not normally accessible running at 60hz. Watch the video and look out for me using the Nxx command on a continuous note, for example.
That's pretty awesome in the video and what you're doing. I may try to learn how to use the tracker later on. But for now, I'm just more comfortable using a hex editor and assembly text files.
I used some commercial music drivers to make some basic scales played simutaneously on each of the channels, but nothing more complex than that. But of course I really can't use them for games or music competitions. (I doubt it anyways). If you don't mind, I have some questions about Nijuu to ask you. I won't here because that's off topic. I'd like to send you a private message if you don't mind.
I used some commercial music drivers to make some basic scales played simutaneously on each of the channels, but nothing more complex than that. But of course I really can't use them for games or music competitions. (I doubt it anyways). If you don't mind, I have some questions about Nijuu to ask you. I won't here because that's off topic. I'd like to send you a private message if you don't mind.
- neilbaldwin
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Out of curiosity, how does Pulsar time the 120Hz / 240Hz updates? Do you use a scanline IRQ or some sprite0 hit/overflow trickery? Or DPCM IRQ? 
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- neilbaldwin
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Sorry, only just seen this question.thefox wrote:Out of curiosity, how does Pulsar time the 120Hz / 240Hz updates? Do you use a scanline IRQ or some sprite0 hit/overflow trickery? Or DPCM IRQ?
I'm just using timed code, as blargg said. In the NMI I just do;
refresh audio
delay
refresh audio
delay
refresh audio
delay
refresh audio
refresh sequencer
and space the delays out so that the audio refreshes are spaced evenly (as possible).
Then I have a flag (4 bits) that gets checked at each refresh to tell the engine whether to process that refresh or not. So by varying the value in the flag (which I can do from within the tracker itself as a command) I can make the audio engine run at 60/120/180/240Hz (ish).
- neilbaldwin
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Oh, I update the website with a new video recently too, mainly to demonstrate the flexibility of random jumps in Tables and also a new idea - multi-channel tables (which I've labelled 'MultiFX'.
http://blog.ntrq.net/?p=357
http://blog.ntrq.net/?p=357
- neilbaldwin
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