Search found 63 matches

by LoneKiltedNinja
Tue Jun 11, 2019 6:16 pm
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 20479

Re: Updating APU Regs Multiple Times Per Frame

This is a couple levels above anything I've thought to try, but I'm following over half of it, I think. Kind of a crazy snapshot that in a bit under a decade hobbyist-level NES audio tech has gone from hypothetical discourse on how to pack more tones on the tonal channels to a practical demonstratio...
by LoneKiltedNinja
Sat May 25, 2019 5:56 pm
Forum: NESdev
Topic: Updating APU Regs Multiple Times Per Frame
Replies: 28
Views: 20479

Re: Updating APU Regs Multiple Times Per Frame

A very-much-necro post here because this thread is high on Google and I am currently doing more or less exactly what the OP is asking (with the original aim of a sound engine for EXCLUSIVELY music-demo use; no need to count precisely mid-frame or leave time for game code). Tl;dr: *death-metal dial-u...
by LoneKiltedNinja
Mon Jul 06, 2015 2:20 pm
Forum: NESemdev
Topic: UPPU: Unity2D PPU functional emulator
Replies: 0
Views: 4788

UPPU: Unity2D PPU functional emulator

Got bored refreshing my Unity3D mindset for job interviews after spending a month buried in HeroTrainer. I started just seeing how hard it would be to write a 4-color palette-substitution shader, and after discovering that was not at all difficult, and also not really relevant to the jobs I'm going ...
by LoneKiltedNinja
Wed Jun 24, 2015 5:50 pm
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

Heck, technically all 8BHT needs is the OR of all pads in each column, so if that comes free by leaving $4016 at 0 and just reading as-is, that would be slick...
by LoneKiltedNinja
Wed Jun 24, 2015 9:15 am
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

Hokay. So the answer still appears to be a solid "maybe." The rubber would hit the road when the Trainer pad needs to be polled. For the Glove or any typical controller, I raise and then immediately lower bit 0 of $4016, then read $4016/$4017 however many times, usually a multiple of 8. The Trainer ...
by LoneKiltedNinja
Sun Jun 21, 2015 10:51 am
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

BTW I love the early Nintendo game style manual! Thx! Yeh, when I release an actual complete game, I try not to half-ass it. The full release zip has separate PDF manuals for reading and printing, full box art (PDF front/back and PNG whole-box), and a cart label. I'm actually half way thinking of p...
by LoneKiltedNinja
Sat Jun 20, 2015 2:54 pm
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

If you would consider making it compatible with the Family Trainer (which apparently is different from the Power Pad) I might pick up a Power Glove someday. I guess I'd need to make a compatible splitter for the expansion port though. So the situation you're in is you have a Famicom and no NES so y...
by LoneKiltedNinja
Thu Jun 18, 2015 5:31 pm
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

Heh. It's actually normally a rule NOT to use multiple peripherals at once because it cuts the potential audience down to whoever has all the required peripherals. I'm just dodging that rule a. because I'm not planning to profit anyway b. because anyone who kept a working NES around this long is pro...
by LoneKiltedNinja
Thu Jun 18, 2015 11:48 am
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

Re: 8-Bit Hero Trainer

well, videos do speak louder than words :) https://www.youtube.com/watch?v=Ab5DpjaQM4s The hardware requirements unfortunately make it unlikely that too many others will end up playing it if I don't physically take my setup to them, but I may try bringing it to a local gamedev group or something lik...
by LoneKiltedNinja
Wed Jun 17, 2015 3:02 pm
Forum: Homebrew Projects
Topic: 8-Bit Hero Trainer
Replies: 15
Views: 6749

8-Bit Hero Trainer

After seeing ThinkGeek's April Fools 2015 RPG fitness-gauntlet hoax, I got to thinking that sort of thing would be totally doable on NES. A few months later, some time and incentive opened up in my schedule to build it out: 8-Bit Hero Trainer, the worlds first first-person RPG combat sim for NES :D ...
by LoneKiltedNinja
Fri May 29, 2015 9:05 am
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 33477

Re: the Power Glove

The only mystery is whether the single 0x0800 entry present in the gesture block of the “raw mode” packet is anything more significant than a vacuous middle finger. I looked around the code again. I think the gesture definitions are evaluated the same way in both the "glove" mode and the "joystick"...
by LoneKiltedNinja
Mon May 04, 2015 4:26 pm
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 33477

Re: the Power Glove

A new potential side project led me back to my old PG notes, they in turn led me more properly into the PG.MAC source code, and while I didn't find answers to the raw-mode questions I had, I did conclusively find the section related to parsing the input stream for custom joypad processing. Nocash go...
by LoneKiltedNinja
Sat Oct 11, 2014 12:25 pm
Forum: NESdev
Topic: MMC2 sanity check -> MMC3 general query
Replies: 4
Views: 1644

Re: MMC2 sanity check -> MMC3 general query

alrighty then. Thanks! Yeah, as a first pass I took the existing iteration of my (mapper0) asm and flipped it around so the main executable was .bank 3 .org $E000 and the data was up top. Running as mapper0 as a sanity check, all was good. I then tentatively switched to .inesmap 4 and it ran just fi...
by LoneKiltedNinja
Sat Oct 11, 2014 8:46 am
Forum: NESdev
Topic: MMC2 sanity check -> MMC3 general query
Replies: 4
Views: 1644

Re: MMC2 sanity check

Yokatta. Thank you. ... However I just noticed a glaring problem with MMC2 for my intended use case :P May need to change the thread name and reconsider my question...
by LoneKiltedNinja
Fri Oct 10, 2014 9:38 pm
Forum: NESdev
Topic: MMC2 sanity check -> MMC3 general query
Replies: 4
Views: 1644

MMC2 sanity check -> MMC3 general query

Original question/context: Despite my various weird musical tech demos, I haven't worked directly with anything but mapper0 in ages. I have a crazy notion for a project for which MMC2/mapper9 seems to be a perfect fit; I just want to confirm one detail: Someone PLEASE tell me that the memory-mapped ...