Search found 2969 matches
- Wed Dec 30, 2020 2:14 pm
- Forum: NESdev
- Topic: NES code portability
- Replies: 8
- Views: 790
Re: NES code portability
Is VRAM arranged the same way on both versions of SMB3? I doubt it, considering the weird height of NES name tables. But that's the kind of thing that's expected to change between ports anyway, while the game logic has a much better chance of being reused. I mean, are the tiles and sprite patterns ...
- Wed Dec 30, 2020 11:50 am
- Forum: NESdev
- Topic: NES code portability
- Replies: 8
- Views: 790
Re: NES code portability
Is VRAM arranged the same way on both versions of SMB3?
- Sat Dec 12, 2020 9:45 am
- Forum: SNESdev
- Topic: 16x32 sprites in interlaced mode?
- Replies: 2
- Views: 1644
Re: 16x32 sprites in interlaced mode?
I've always what kind of internal logic ends up with 16x32 and 32x64 sprites in the first place.
- Wed Dec 02, 2020 10:16 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 149454
Re: Why no SNES homebrew scene?
Now I can't unnotice it.
- Sat Nov 28, 2020 9:41 am
- Forum: Other Retro Dev
- Topic: What if Sinistar's voice sample chip was used to play music?
- Replies: 9
- Views: 4028
Re: What if Sinistar's voice sample chip was used to play music?
I just tested an 8kHz wave (3 samples up, 3 samples down) and I found out that it does work, so there are two possibilities: 1) it increases slope every 2 same bits in a row, by a rate smaller than it decreases, but larger than half the rate 2) it increases slope every 3 same bits in a row, by a rat...
- Fri Nov 27, 2020 6:50 pm
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 149454
Re: Why no SNES homebrew scene?
Hey, it actually is doing CPU scaling. That is pretty cool.
- Fri Nov 27, 2020 5:13 pm
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 149454
Re: Why no SNES homebrew scene?
I think it would sort out the sprites by Y position.
- Fri Nov 27, 2020 10:01 am
- Forum: Other Retro Dev
- Topic: What if Sinistar's voice sample chip was used to play music?
- Replies: 9
- Views: 4028
Re: What if Sinistar's voice sample chip was used to play music?
I was doing experiments with the CVU converter and I had a few observations on how the algorithm worked. - There is a max slope rate that appears to be about 1/32 - The previous sample seems to get multiplied by a value slightly less than 1 (maybe 63/64?) - When sampling a 6kHz sine wave at 48kHz, t...
- Fri Nov 27, 2020 9:02 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 149454
Re: Why no SNES homebrew scene?
And don't ask me to remake Patsy using a custom homebrew SNES engine, please. I'm ashamed of that game and I think even the idea of it was pretty stupid. Well, is a beginning xD My first game was a numeric tetris, and i had to cheat with the code, THAT was a shame :lol: I have an eye with the AoF2,...
- Thu Nov 26, 2020 4:58 pm
- Forum: Other Retro Dev
- Topic: What if Sinistar's voice sample chip was used to play music?
- Replies: 9
- Views: 4028
Re: What if Sinistar's voice sample chip was used to play music?
What's weird is that eventhough the file comes out as 8khz, it's in slowmotion and I have to speed it up to 16khz for it to be at the correct speed. To do 32khz, I have to slow it down 2x, convert it, then speed it back up to 4x. I'm saying even doing with 32khz, it sounds muffled like an 8khz pcm. ...
- Thu Nov 26, 2020 3:09 pm
- Forum: Other Retro Dev
- Topic: What if Sinistar's voice sample chip was used to play music?
- Replies: 9
- Views: 4028
Re: What if Sinistar's voice sample chip was used to play music?
I'm actually surprised how easy it was to find a wave to cvsd converter. https://convertio.co/wav-cvsd/
I've played around with some samples, and I noticed a 32000hz cvsd sounds about as muffled as 8000hz pcm.
I've played around with some samples, and I noticed a 32000hz cvsd sounds about as muffled as 8000hz pcm.
- Tue Nov 24, 2020 10:54 am
- Forum: SNESdev
- Topic: Are High SNES Homebrew Expectations Justified?
- Replies: 103
- Views: 27365
Re: Are High SNES Homebrew Expectations Justified?
I never thought nesdev has much gatekeeping. Smwcentral and nearly every website hosted by "acmlm" on the other hand
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- Sun Nov 22, 2020 1:58 pm
- Forum: SNESdev
- Topic: Can the SNES use 1bpp tiles?
- Replies: 15
- Views: 4250
Re: Can the SNES use 1bpp tiles?
You guys know there is a way to DMA 1bpp tiles without having the CPU manually convert tiles, right?
- Sat Nov 21, 2020 4:12 pm
- Forum: Other Retro Dev
- Topic: What if Sinistar's voice sample chip was used to play music?
- Replies: 9
- Views: 4028
What if Sinistar's voice sample chip was used to play music?
I was looking through youtube and I found this video using the NES's DPCM channel to play music: https://m.youtube.com/watch?v=YvRqV9tBI7c&t=72s ...and it sounds pretty lousy. I'm think that Sinistar's chip chip would be similar, but slightly better just because it uses 1-bit adpcm instead of 1-bit ...
- Sun Nov 08, 2020 10:42 am
- Forum: SNESdev
- Topic: Are High SNES Homebrew Expectations Justified?
- Replies: 103
- Views: 27365
Re: Are High SNES Homebrew Expectations Justified?
if you can code the 65816, then you can code the SPC-700 to do what you directly. Its just a 6502 with hardware mul and I think div. Having it run in parallel is a huge speed boost. Since the SPC-700 is out of sync with the SNES's clock, you want to avoid direct contact as much as possible, its jus...