Julia sets and Mandelbrot sets are calculated with the same recurrence relation
z[n+1] = z[n]^2 + c
For the Mandlebrot set, z[0] = 0 and c varies over the entire complex plane.
For Julia sets, a specific complex value c is selected, and z[0] varies over the entire complex plane.
Search found 98 matches
- Mon Aug 27, 2007 7:15 pm
- Forum: NESdev
- Topic: Mandelbrot / Fractals in 6502?
- Replies: 11
- Views: 6108
- Sat Jul 28, 2007 10:53 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3080
- Views: 1220022
I did a GBS rip for Mental Respirator awhile ago. As for Pokemon Gold/Silver, there is no GBS in existence that I'm aware of, but I did do a rip of Pokemon Crystal (under the assumption that its music is a superset of what's in Gold/Silver). Both rips are available at the GBS Penultimate Archive (ch...
- Sun Mar 11, 2007 1:58 am
- Forum: NESdev
- Topic: Multiplication Routine Lengths
- Replies: 15
- Views: 6705
Now make a lookup table for x^2/2, and you can multiply 8-bit numbers using one addition, three table lookups, and two subtractions. You can get by with one less table lookup by using the identity (a+b)^2 - (a-b)^2 = 4ab (thus, lookup table for x^2/4). Also, either both (a+b)^2 and (a-b)^2 will be ...
- Sat Feb 24, 2007 8:39 pm
- Forum: Other Retro Dev
- Topic: HES Rips (PC-Engine)
- Replies: 38
- Views: 41926
I've figured out the reason for the sound discrepancy. In the sequence data for track #$22, the FM data index is set to 03, but this index gives $FF00 as the FM pointer, so the game is pulling FM data from bank 0 of the system card. Checking $FF00 there gives a whole bunch of #$FFs. But in the HES, ...
- Sat Feb 24, 2007 4:55 am
- Forum: Other Retro Dev
- Topic: HES Rips (PC-Engine)
- Replies: 38
- Views: 41926
Sounds okay to me - I'm not detecting any difference in speed between the two (for the few tracks I've sampled at least). Is the problem isolated to a few specific tracks or is it global in scope? Also, are you comparing the two with the same player, because some HES players (particulary NEZplug) ca...
- Fri Feb 09, 2007 7:29 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3080
- Views: 1220022
http://h1.ripway.com/kingshriek/BuzzandWaldog.zip
It looks like DPCM samples haven't been put in, so the game uses 6502 code in their place.
It looks like DPCM samples haven't been put in, so the game uses 6502 code in their place.
- Tue Dec 05, 2006 8:23 pm
- Forum: NES Music
- Topic: NES sound logging... possible?
- Replies: 27
- Views: 14467
- Thu Nov 23, 2006 12:25 am
- Forum: Other Retro Dev
- Topic: HES Rips (PC-Engine)
- Replies: 38
- Views: 41926
- Wed Aug 09, 2006 1:10 am
- Forum: NES Music
- Topic: Suggest some excellent NSF and GBS files to listen to.
- Replies: 37
- Views: 26528
Here's five of my favorites for each category NSF: Beauty & the Beast Ferrari Grand Prix Challenge Gimmick! Kujaku Ou 2 Moryou Senki Madara GBS: Doki x Doki Sasete Furai no Shiren GB2 Motocross Maniacs 2 Shantae The Smurfs Nightmare and for the hell of it HES: Coryoon Dungeon Explorer Kaze no Denset...
- Mon Apr 24, 2006 12:59 am
- Forum: Other Retro Dev
- Topic: HES Rips (PC-Engine)
- Replies: 38
- Views: 41926
Yeah, the template I use for System Driver rips is set up in a very general way. It is not always the case that the game's init code is lumped together with the music data (and from my experience, this isn't common). And when the init code is separated, it is cleaner to relocate only the necessary c...
- Sun Apr 23, 2006 9:42 am
- Forum: Other Retro Dev
- Topic: HES Rips (PC-Engine)
- Replies: 38
- Views: 41926
Good job on the rips. I actually had no idea Cratermaze was based of a Doraemon game (hadn't played Meikyuu Daisakusen) based on an original arcade game. Interesting that the US got a more artistically accurate port while Japan got a license makeover. Regarding Dungeon Explorer II, I forgot that the...
- Fri Apr 21, 2006 6:26 pm
- Forum: GBDev
- Topic: GBS Request
- Replies: 355
- Views: 238127
More on the HES format: PCE ROM compatibility - Just about all HES files out there have a segment of code located at $FF00-$FFFF included so that the rip becomes functional as a PCE ROM (using I and II to select songs). So when you make a rip, just copy this section from another rip into the same pl...
- Wed Apr 19, 2006 8:11 pm
- Forum: GBDev
- Topic: GBS Request
- Replies: 355
- Views: 238127
Yes, I ripped all the HES files on my page. I wouldn't be surprised at all if some are duplicates of what has been done the Japanese ripping community, though. I wouldn't know, given how the Japanese ripping scene consists of posting links to low-retention upload sites on 2ch (also low-retention). I...
- Mon Apr 17, 2006 10:33 pm
- Forum: General Stuff
- Topic: Can't i ever convert this track of That GB GAME?!?!?
- Replies: 1
- Views: 2857
I don't know of any GBS->MIDI programs. I had an idea to convert the music to an NSF since the music formats used by Spanky's Quest and Shatterhand are nearly identical. So, I took the song data for the ending music in Spanky's Quest, replaced the first track in the Shatterhand NSF with it, and manu...
- Wed Apr 12, 2006 3:30 am
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3080
- Views: 1220022