Search found 260 matches

by KungFuFurby
Tue Dec 17, 2019 12:07 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 17
Views: 5808

Re: New Super Mario Land

Actually, the developer was pretty clever: although I'm still certain it's essentially the same .mod file player, the version used is noticeably missing the e-mail address that is normally there.
by KungFuFurby
Fri Sep 06, 2019 2:32 pm
Forum: SNESdev
Topic: SNES gamepad rumble/analog support proposal
Replies: 13
Views: 5905

Re: SNES gamepad rumble/analog support proposal

I actually have a game that allowed me to test various rumble intensities since I was configuring them on the go... it was RPG Maker 2 for the PS2. Not sure from a hardware standpoint how that got implemented, though.
by KungFuFurby
Fri May 17, 2019 6:26 pm
Forum: SNESdev
Topic: [SOLVED] Any tutorials on how to add music to a SNES game?
Replies: 12
Views: 11105

Re: Any tutorials on how to add music to a SNES game?

I don't use the editor itself due to a platform incompatibility, but I know of some source code that does use SNESGSS in their games: Furry RPG (music only, still a WIP): https://github.com/Ramsis-SNES/furryrpg Kung Fu Master (music only, still a WIP): https://github.com/AntiheroSoftware/sfc-Kung-Fu...
by KungFuFurby
Sun Apr 07, 2019 6:35 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 288
Views: 115413

Re: Mesen-S - SNES Emulator

- Sink or Swim: the water covers the whole screen after placing a bomb and using a ladder. This persists across resets and power cycles. It's an IRQ bug. In that case, F1 Grand Prix would also have a broken HUD. I'm really sorry, but it's been twelve years since I fixed that bug, so I can't tell yo...
by KungFuFurby
Sun Feb 24, 2019 2:57 pm
Forum: SNESdev
Topic: SD2SNES PRO flashcart
Replies: 4
Views: 5144

Re: SD2SNES PRO flashcart

I'm having problems posting a comment on the SD2SNES blog, so I'll post my questions here... I have a few questions about the SD2SNES Pro. At the cost of savestate support, would it be possible to switch back to the SNES's own SPC700 soundchip if I did not want to use the APU from the cartridge itse...
by KungFuFurby
Sat Sep 22, 2018 3:11 pm
Forum: SNESdev
Topic: pvsnes lib two audiobanks question
Replies: 2
Views: 4973

Re: pvsnes lib two audiobanks question

WLA-DX has support for a kind of section that WLALink will not drop later on if it has no references to it, citing line 2180 of https://github.com/alekmaul/pvsneslib/blob/master/pvsneslib/pvsneslib_wla-dx-readme.txt . I think it may be useful in this case if you don't want to call spcSetBank for eac...
by KungFuFurby
Fri Jul 27, 2018 7:12 am
Forum: SNESdev
Topic: SNES music program
Replies: 23
Views: 27555

Re: SNES music program

My instinct on adding custom samples would require the SRAM to be used and will likely require an external program to put them in there.
by KungFuFurby
Sat Jun 09, 2018 6:41 pm
Forum: SNESdev
Topic: How to play sound at SPC700 hardware module ?
Replies: 13
Views: 5601

Re: How to play sound at SPC700 hardware module ?

I know of a method done by a few games for its music by swapping out unused samples for other samples depending on where in the music it is. - Lion King did sample swapping for Be Prepared, Can't Wait, Hoo Hah, King of Pride Rock and Under the Stars. - Captain Tsubasa 5 did sample swapping during it...
by KungFuFurby
Thu May 31, 2018 3:00 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 204
Views: 129487

Re: bsnes-plus and xkas-plus (new debugger and assembler)

I'm on Mac OS X 10.6.8. I actually modified the makefiles on my end to account for the SDK version, and thanks to Macports, I have C++11 support, which was a previous sore spot for compilation on my end. I actually looked it up one day via MacPorts. Qt is utilizing features on newer versions of the ...
by KungFuFurby
Thu May 31, 2018 1:57 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 204
Views: 129487

Re: bsnes-plus and xkas-plus (new debugger and assembler)

v4's the last native release I'll be working with, citing a version incompatibility with Qt 5. Still, I managed to compile it with a modification to the makefiles...
by KungFuFurby
Mon May 21, 2018 2:02 pm
Forum: SNESdev
Topic: bsnes-mcfly: The v073 and bsnes-classic killer
Replies: 180
Views: 92310

Re: Is AWJ still in the scene? Regarding bsnes-classic

Perhaps bsnes-100series will do the trick (going off of the bsnes-10x idea)?
by KungFuFurby
Thu May 17, 2018 4:24 pm
Forum: SNESdev
Topic: SNES Wiki is down again!!!
Replies: 27
Views: 12034

Re: SNES Wiki is down again!!!

The problem seems to have been resolved on my end. I got a warning from my browser the day you posted that warning. The warning went away today.
by KungFuFurby
Fri Mar 30, 2018 5:42 am
Forum: SNESdev
Topic: Rodas Cross: ARPG for the SNES
Replies: 40
Views: 11728

Re: Rodas Cross: ARPG for the SNES

It looks like you're missing some DSP register initialization. Specifically... - Zero out the two echo volume registers ($2C and $3C) - Zero out pitch modulation ($2D) These two will guarantee your sound plays back fine every time you start up the game. Here is my patch as a series of PAR (Pro Actio...
by KungFuFurby
Thu Mar 08, 2018 1:07 pm
Forum: SNESdev
Topic: Misc SNES sound questions
Replies: 18
Views: 7009

Re: Misc SNES sound questions

That's a chord consisting of C#, F, G# and a C in the next octave up.
by KungFuFurby
Wed Feb 07, 2018 7:24 am
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 5733

Re: Limit in total code size? [SOLVED]

I have found the offending line regarding the streaming portion crashing, now that I know the answer. At line 1073 (going by the latest version of pvSNESLib...) lda digi_rates.w, x Modify this line to... lda.l digi_rates, x (or maybe this one could work...) lda digi_rates.l, x This happened due to t...