However, what I was saying is that using more than one expansion chip makes few sense. Don't get me wrong, I am facinated by expansion chips too, and as I said above, I made several songs for them in PPMCK just for the sake of trying expansion chips, without any intent to use this in a game or demo ! I perfectly see where the fascination for expantion chips come. In fact the Famicom is probably the only video game console to ever had something such as expansion sound chip (if you don't count SNES's Super GameBoy).
The point is, the fact the .nsf format allows multiple expansion chips at the same time was, technically, purely accidental. Some guy decided some day that the .nsf format was like this, that every existent expansion chip would get a bit, but this guy could have decided instead that 0 = no expansion, 1 = MMC5, 2 = FDS, 3 = Sunsoft 5B, etc... and this way nobody could have ever thought of using more than one emulated expansion chip at the same time.
I can understand why people would compose in the .nsf format instead of a more sophisticated trackers using "artificial" square/triangle/saw wave samples, but I don't get people that compose specifically for the .nsf format something that could not be made in a famicom cartridge.
Also using the NSF format allows to use more than one expansion chip at a time, but it does not allow to use another expansion chip that wasn't ever put in a Famicom cartridge, which would be very possible. Imagine a SPC-700 in a NES cart
Oh and should just point out that I, too, am younger than the NES, and I too didn't grow up with one, I grew up with the Playstation 1
Sounds cool - would you mind how do you replay NSFs with the FDS RAM adapter ? I'd be interested, because rewriting FDS discs just happen to be almost impossible alasHeck, I like it so much I spent hundreds of dollars to get myself a NTSC NES, a PAL NES, two Famicoms, a Power Pak, a TNS-HFC3 and one copy of every expansion chip to ensure I get as authentic a sound as possible when I play my tunes back.
True, but you'd have to consider that CPU time and ROM size are limited, which really reduce the usefulness of 7-bit PCM unfortunately.That's a perfectly usable technique in games/demos, even if it's only in title screens, cut scenes etc.
It's possible to update faster than 50 or 60 Hz, it would just require a mapper with cycle counter IRQ, such as the FDS-RAM adapter or FME-7.$Tangenting: the ability to set callbacks to a rate other than 50 or 60 Hz is also not exactly all that faithful, but I don't think we gave Neil Baldwin any crap for PR8
The problem is the limited CPU, something that updates at 500Hz (like Super Mario World's sound engine) would definitely be a no-no.