Search found 13 matches

by samcan
Sun Jul 19, 2020 9:17 pm
Forum: Newbie Help Center
Topic: FamiTone4.1 song glitches if played after other song, if played first sounds fine?
Replies: 5
Views: 183

Re: FamiTone4.1 song glitches if played after other song, if played first sounds fine?

No. When you click on an instrument, a box pops up. The bottom one is Duty Cycle. Click that, and create an envelope with one entry. That's what I get for not being at my computer and just responding from memory as to the options available in the instrument editor. :-D I see a "Duty / Noise" envelo...
by samcan
Sun Jul 19, 2020 9:09 pm
Forum: Newbie Help Center
Topic: FamiTone4.1 song glitches if played after other song, if played first sounds fine?
Replies: 5
Views: 183

Re: FamiTone4.1 song glitches if played after other song, if played first sounds fine?

Your songs work fine on my machine. The usage notes for FamiTone4.1 say "use volume column for Square 1, Square 2, and Noise Channels." Perhaps this means that the volume envelope isn't supported and I should only use the volume column? Famitone 4.1 supports Volume, Arpeggio, and Pitch Envelopes. P...
by samcan
Sun Jul 19, 2020 7:18 pm
Forum: Newbie Help Center
Topic: FamiTone4.1 song glitches if played after other song, if played first sounds fine?
Replies: 5
Views: 183

Re: FamiTone4.1 song glitches if played after other song, if played first sounds fine?

So I looked at the demo source code for the original FamiTone2 v.1.15 (there's no demo source code for FamiTone4.1). Interestingly, even though the README says that we only need to call "FamiToneInit" once, the demo source code calls it every single time before playing a song. I tried this, adding F...
by samcan
Sun Jul 19, 2020 6:51 pm
Forum: Newbie Help Center
Topic: FamiTone4.1 song glitches if played after other song, if played first sounds fine?
Replies: 5
Views: 183

FamiTone4.1 song glitches if played after other song, if played first sounds fine?

I'm using nesdoug's FamiTone4.1 (https://github.com/nesdoug/famitone4.1) with asm6 and having weird problems with the music I'm exporting from FamiTracker 0.4.6. In my project file I had multiple songs. When I loaded the second song in my game after playing the first (for the title screen), there wa...
by samcan
Sat Jun 06, 2020 6:59 pm
Forum: Newbie Help Center
Topic: Controller press "lasting too long" and being read multiple frames
Replies: 8
Views: 504

Re: Controller press "lasting too long" and being read multiple frames

Don't copy "buttons1" (which is your "these buttons were pressed anew") but instead copy "newbtns" (which is your "this is the state for this frame") Yes, that worked. Thanks! For reference, here's my working ReadController1 subroutine: ;;;;;;;;;;;;;;; ReadController1: LDA newbtns STA prevbtns LDA ...
by samcan
Sat Jun 06, 2020 5:38 pm
Forum: Newbie Help Center
Topic: Controller press "lasting too long" and being read multiple frames
Replies: 8
Views: 504

Re: Controller press "lasting too long" and being read multiple frames

So I'm getting the same results...

In Mesen's debugger, setting the Start button to input, it appears that it's setting the buttons1 to Start, then on the next frame it sets it to off, and then on the next frame sets it to Start, and so on, and so my screen change routines are still getting called.
by samcan
Sat Jun 06, 2020 5:19 pm
Forum: Newbie Help Center
Topic: Controller press "lasting too long" and being read multiple frames
Replies: 8
Views: 504

Re: Controller press "lasting too long" and being read multiple frames

So I modified my ReadController1 subroutine; my thought process was that if I mask out the previously pressed buttons in the subroutine, and then copy the resulting output to buttons1, I don't need to change any of the other code that handles input. But, pressing Start still sends me flying through ...
by samcan
Sat Jun 06, 2020 2:51 pm
Forum: Newbie Help Center
Topic: Controller press "lasting too long" and being read multiple frames
Replies: 8
Views: 504

Controller press "lasting too long" and being read multiple frames

Hi, I apologize if I called this the wrong thing and couldn't find it on the forums or the wiki. Right now, my code has a state variable which keeps track of which screen has been loaded. When the user presses Start, it should then advance to the next state (and hence screen). But what's happening i...
by samcan
Sat May 30, 2020 1:51 pm
Forum: Newbie Help Center
Topic: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"
Replies: 8
Views: 1188

Re: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"

tokumaru wrote:
Sat May 30, 2020 10:55 am
Oh yeah, the # means "immediate", and is separate from the LOW/HIGH functions and the </> unary operators.
Yeah, stupid me thought, "Oh, the #LOW must be a special nesasm function and so I need to replace it all with '<'"



(facepalm)
¯\_(ツ)_/¯
by samcan
Sat May 30, 2020 9:24 am
Forum: Newbie Help Center
Topic: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"
Replies: 8
Views: 1188

Re: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"

I figured it out! I ended up stepping through the ROM in Mesen, and found I was getting stuck in a subroutine I'd created for text display. You'd pass in the low and high bytes of a specially-crafted text string, and the subroutine would display the string on the screen. In NESASM, you used the #LOW...
by samcan
Fri May 29, 2020 9:21 pm
Forum: Newbie Help Center
Topic: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"
Replies: 8
Views: 1188

Re: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"

And then I just try putting the VBlankWait subroutine back and Mesen now shows it correctly! Zounds... But there are still other JMPs and JSRs which are malfunctioning. Has anyone ever heard of this?
by samcan
Fri May 29, 2020 9:18 pm
Forum: Newbie Help Center
Topic: Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"
Replies: 8
Views: 1188

Converting project to asm6 from nesasm3 - large chunks of code being marked "unidentified"

Hi, I'm trying to convert a project I'm working on to asm6 (specifically asm6f [https://github.com/freem/asm6f]) from nesasm3 but I'm running into difficulties. I followed the guidance given in https://forums.nesdev.com/viewtopic.php?t=12219&start=0#p138851 and the NES file compiles without any issu...