Search found 56 matches

by Augustus Blackheart
Fri Dec 15, 2017 6:53 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 18583

Re: Sound driver fun

I fixed some of the clicking in SNESMod by using some code from XM2SNES. The issue I was having was with a bass sample and it would play fine unless 8th or 16th notes were used. This has been fixed! SNESMod is a little less clicky than it was, but still more clicky than XM2SNES. This is still someth...
by Augustus Blackheart
Fri Dec 15, 2017 6:38 pm
Forum: SNESdev
Topic: Issues to play sound effects with SNESMod
Replies: 8
Views: 3663

Re: Issues to play sound effects with SNESMod

This is good timing, I was just making updates to smconv and sneskit. I've added the KungFuFurby's suggestions for PAL to SNESKit which will be used if PAL is defined.
by Augustus Blackheart
Sun Dec 10, 2017 9:43 am
Forum: SNESdev
Topic: Weirdness, wtf? [solved]
Replies: 9
Views: 3907

Re: Weirdness, wtf?

OpenMPT has had find and replace for quite a long time (possibly pretty much always?) Thanks, I figured somebody, somewhere, must have done this a long time ago. I actually got a thought myself on why the converted modules are not compatible between different versions of the sound drivers... Are yo...
by Augustus Blackheart
Wed Dec 06, 2017 6:24 pm
Forum: SNESdev
Topic: Weirdness, wtf? [solved]
Replies: 9
Views: 3907

Re: Weirdness, wtf?

...and it's fixed, I should have looked more closely at the Makefile earlier. That's part of why I haven't changed anything in Pently sequence data. Drums changed from 1 byte to 2 in Pently 3 ( Thwaite ) to allow for Tim Follin-style sharing of the triangle between drum and bass, and instruments cha...
by Augustus Blackheart
Mon Dec 04, 2017 12:14 am
Forum: SNESdev
Topic: Weirdness, wtf? [solved]
Replies: 9
Views: 3907

Re: Weirdness, wtf?

I should have thought of this earlier, and I won't be able to verify until tomorrow, but when it seemed like a sound driver was failing it was likely because the song was from a soundbank compiled for the other sound driver. This would explain the flip flop effect because when I was messing around w...
by Augustus Blackheart
Sun Dec 03, 2017 7:55 pm
Forum: SNESdev
Topic: Weirdness, wtf? [solved]
Replies: 9
Views: 3907

Re: Weirdness, wtf?

- Instead of two identical routines for uploading different drivers, you should consider having one routine for uploading whatever data you are pointing to via index register or variable in RAM. Yeah, the working version used that feature, I changed it to this for testing, not that it made a differ...
by Augustus Blackheart
Sun Dec 03, 2017 2:20 pm
Forum: SNESdev
Topic: Weirdness, wtf? [solved]
Replies: 9
Views: 3907

Weirdness, wtf? [solved]

I have a rom where there is a default sound driver. If certain songs are selected a flag is set to unload the default sound driver. Once the dault sound driver is unloaded than a flag is set to indicate the non-default driver is currently loaded. If the next song that is called does not request the ...
by Augustus Blackheart
Mon Aug 28, 2017 7:03 am
Forum: SNESdev
Topic: FM synth BRR sample generator
Replies: 69
Views: 17989

Re: FM synth BRR sample generator

Here's another example (made during a shocking international incident). There's one version with FM and pitch modulation, it's used starting one minute into the song, and one version with pitch modulation only.
by Augustus Blackheart
Mon Mar 27, 2017 1:30 pm
Forum: SNESdev
Topic: FM synth BRR sample generator
Replies: 69
Views: 17989

Re: FM synth BRR sample generator

I tried to play it with both of my SPC players and it sounded awful in both. Is this due to an emulation inacuracy or is it supposed to sound like this ? It doesn't sound great. I noticed playback varied a lot on each SPC player I tried. After real hardware it probably sounded the best on SPCPlay. ...
by Augustus Blackheart
Thu Mar 23, 2017 4:27 pm
Forum: SNESdev
Topic: FM synth BRR sample generator
Replies: 69
Views: 17989

Re: FM synth BRR sample generator

I implemented all 8 algorithms... I'm looking forward to hearing what that sounds like. I made this test awhile ago using the original code you posted... I just dropped your code into the middle of the SNESMod vibrato routine. 4xy: x = vibrato speed and carrier frequency, and y = vibrato depth and ...
by Augustus Blackheart
Fri Jan 13, 2017 2:14 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 18583

Re: Sound driver fun

I have two different issues I can't seem to figure out: Issue 1: I have a version of SNESMod that never pushes anything to the stack (except calls of course but it's not like there are a ton of nested calls). In this driver I put 144 bytes of sample data starting at 0100h. This works fine for most o...
by Augustus Blackheart
Sun Sep 04, 2016 10:48 am
Forum: SNESdev
Topic: FM synth BRR sample generator
Replies: 69
Views: 17989

Re: FM synth BRR sample generator

This time I changed the carrier wave from a triangle, to a half-triangle half-square wave. ...and also an LFO modulating the modulator's amplitude. Sounds cool! I often use 4-6 channels just for one sound. It would be nice to continue doing so when I have the tracks to spare but then switch to this...
by Augustus Blackheart
Thu Apr 14, 2016 7:16 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 18583

Re: Sound driver fun

I actually have something running through my head that might allow you to cut any effects that end up on the chopping block in the actual IT file (and also allows you to circumnavigate the assembler, not counting constant memory locations). Every single IT file must be scanned in the scenario of a ...
by Augustus Blackheart
Thu Apr 14, 2016 7:12 pm
Forum: SNESdev
Topic: Some question about Mode 7
Replies: 22
Views: 5111

Re: Some question about Mode 7

Looks cool! Always nice to see how other people are doing things.

Here's the spaceplane part from one of the Magical demos (modified to build with ca65 uses sneskit stuff; includes rom).
by Augustus Blackheart
Thu Jan 07, 2016 6:27 pm
Forum: SNESdev
Topic: Sound driver fun
Replies: 43
Views: 18583

Re: Sound driver fun

- Perhaps there should be a "psuedo-gain" method of adjusting the gain on a per-step basis during SNESMod's idle loop (when the driver checks for commands and any ticks) for each of the channels rather than doing so instantly to reduce crackle. Obviously the rate won't be consistent this way, but o...