Search found 54 matches

by alekmaul
Fri Feb 09, 2018 11:25 pm
Forum: SNESdev
Topic: Limit in total code size? [SOLVED]
Replies: 15
Views: 6938

Re: Limit in total code size? [SOLVED]

Thank a lot KungFuFurby and drludos, I will update the lib this week end.
by alekmaul
Tue Aug 09, 2016 11:22 am
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 19839

Re: PVsneslib - SNES JUKEBOX

hello,
try to use padsCurrent(0);

Will check why padsUp(0); is not working anymore :(
tepples wrote:Those hex values represent CAVE vs. LIBS.
Sorry, don't understand this :(
by alekmaul
Sat Aug 06, 2016 6:39 am
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 19839

Re: PVsneslib - SNES JUKEBOX

I have same things on my projects with no issue on graphics ... Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc0 (old $43 new $4c). Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc1 (old $41 new $49). Cavernsofdeath.obj: 1MEM_INSERT: Overwrite at $7fc2 (old $56 new $42). Cavernsofdeath.obj: 1ME...
by alekmaul
Fri Aug 05, 2016 3:45 am
Forum: SNESdev
Topic: PVsneslib - SNES JUKEBOX
Replies: 69
Views: 19839

Re: PVsneslib - SNES JUKEBOX

UPDATE: Au 2016 Thanks to pvsneslib i made a cool jukebox for SNES, including lots of impulse tracker files i edited from games or pop music :). Now (2016) I found my little rom and I tried to improve it. But i can't compile roms anymore with snesdev, this is the error: CHECK HEADERS: the object fi...
by alekmaul
Tue May 03, 2016 10:51 am
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 209
Views: 152820

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

I have a stupid question regarding this great emulator. I don't know how I did that but now, I have a FPS display on top left of the screen and I want to remove it. Does someone know where I can find the keys assignment regarding such features ? That seems strange, since the only place bsnes-plus a...
by alekmaul
Sat Apr 30, 2016 11:44 pm
Forum: SNESdev
Topic: bsnes-plus and xkas-plus (new debugger and assembler)
Replies: 209
Views: 152820

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

I have a stupid question regarding this great emulator.
I don't know how I did that but now, I have a FPS display on top left of the screen and I want to remove it.
Does someone know where I can find the keys assignment regarding such features ?
by alekmaul
Thu Apr 14, 2016 4:52 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

Thanks for reply GradualGames. I'm new in NES development and really don't know how to manage such bank switching, will check in shiru examples to learn how to do that. What I understood is that I need the samples have to be after $c000, so we can't have more than 16 K for samples ? If you have a ex...
by alekmaul
Tue Apr 12, 2016 11:47 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

OK, I've also tested with your sample ftm file and I have the same issue :/ I tested with a smaller config file (128 instead of 256), So the code entry is located in c000 and it works. So I think the issue is because i'm using a larger config file for 256K. As I located the code segment in 8000 inst...
by alekmaul
Tue Apr 05, 2016 12:26 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

Hello, I'm currently in vacations, will try to test next week with a smaller file.
Thanks for your reply.
by alekmaul
Mon Mar 28, 2016 1:36 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

I tested with my nsf file but the dpcm channel is playing with bad sounds in FCE and no$. I think they are not located in the good area. Triangle, square and noise are playing OK. I need to have more space than the default space and so, I located the CODE segment to 8000 instead of C000. You said in...
by alekmaul
Sun Mar 20, 2016 11:54 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

Thanks YOU for this update !
Will test it soon with shiru C lib
by alekmaul
Sun Mar 06, 2016 9:10 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

Thanks a lot !
That is exactly what I need for my project :D !
Hope you will have success adding these features :)
by alekmaul
Fri Mar 04, 2016 10:41 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: Gradual Games Sound Engine re-release

Still no arpeggios or DPCM---primarily because I do not intend to use either in my own projects. If you try out GGSound and enjoy its features and ease of use, but would like these features, please post in this thread and I will add them. . Yes, that will be a great thing if you add add that to the...
by alekmaul
Fri Mar 04, 2016 1:03 am
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 52017

Re: GGSound: a lightweight sound engine for games

Hello, I'm trying to use your GGSound engine with cc65.
Currently, I have one question : is there a way to pause a music, and also to stop it to start it again from the beginning ?
by alekmaul
Wed Dec 30, 2015 10:10 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 20035

Re: Sound driver fun

Well, have a 404 not found when I try to download your updated version Augustus Blackheart... :(