Search found 2788 matches
- Sat Jan 23, 2021 9:56 pm
- Forum: NES Music
- Topic: unofficial famitone 4 is done
- Replies: 33
- Views: 41885
Re: unofficial famitone 4 is done
Update today. versions 3,4, and 5 https://github.com/nesdoug/famitone3.3 https://github.com/nesdoug/famitone4.1 https://github.com/nesdoug/famitone5.0 I've had several requests to make the volume column behave exactly match the famitracker's driver, so I added a 256 byte volume table. It will increa...
- Thu Jan 21, 2021 2:06 pm
- Forum: NESdev
- Topic: Was there an NES expansion chip like SA-1
- Replies: 30
- Views: 1141
Re: Was there an NES expansion chip like SA-1
The MMC5 board could do multiplication. That's sort of like a coprocessor... with very limited processing ability.
- Wed Jan 20, 2021 10:20 am
- Forum: Newbie Help Center
- Topic: A good 6502 physical reference book in 2021.
- Replies: 7
- Views: 330
Re: A good 6502 physical reference book in 2021.
I own "6502 assembly language programming" by Lance A. Leventhal. It is good, except that it contains examples that are no longer relevant, such as the 7 segment display, or the teletype machine. It's also a bit large (600 pages). But I use it for reference, as it has a detailed explanation of every...
- Wed Jan 06, 2021 4:39 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer
- Replies: 22
- Views: 2625
Re: Witch n' Wiz - Puzzle Platformer
Looks good.
- Fri Jan 01, 2021 1:33 pm
- Forum: SNESdev
- Topic: Bug when I display two 32x32 sprites
- Replies: 7
- Views: 926
Re: Bug when I display two 32x32 sprites
LDY #$0220 ;size of DMA transfer STY $4305 This is copying all 128 sprites. stz $4302 stz $4303 from $0000 RAM, using that as the OAM Buffer. So, you just need to write your sprite variables to 0000-0007, then call the DMA code. JSR SetupVideo (poorly named subroutine, should be called SpriteDMA or ...
- Fri Jan 01, 2021 11:53 am
- Forum: SNESdev
- Topic: Bug when I display two 32x32 sprites
- Replies: 7
- Views: 926
Re: Bug when I display two 32x32 sprites
So the OAM is split into a low table (512 bytes) and a high table (32 bytes). low table = 4 bytes per Sprite x, y, tile #, attributes high table = 2 bits per Sprite sx (size, x 9th bit) If you have the first Sprite's tiles at $0000 and the 2nd Sprite's tiles at $800... it is $20 bytes per 4bpp sprit...
- Fri Jan 01, 2021 11:37 am
- Forum: SNESdev
- Topic: Bug when I display two 32x32 sprites
- Replies: 7
- Views: 926
Re: Bug when I display two 32x32 sprites
SpriteConsoleAddress and SpriteBikeAddress are PPU address, not OAM (sprite memory) addresses.
I don't see any code (like s DMA) to send anything to the OAM memory.
Typically, you would set aside a 544 byte ($220) area in the CPU RAM as a buffer and then copy it all to the OAM with a DMA.
I don't see any code (like s DMA) to send anything to the OAM memory.
Typically, you would set aside a 544 byte ($220) area in the CPU RAM as a buffer and then copy it all to the OAM with a DMA.
- Wed Dec 30, 2020 7:01 pm
- Forum: NES Hardware and Flash Equipment
- Topic: PowerPak ROM Freezing
- Replies: 2
- Views: 781
Re: PowerPak ROM Freezing
I have a PowerPak and Commando freezes on me after a few screens of scrolling up.
If I recall, I had a hard time with Castlevania 3, and ended up just buying the cartridge.
If I recall, I had a hard time with Castlevania 3, and ended up just buying the cartridge.
- Wed Dec 30, 2020 10:03 am
- Forum: SNESdev
- Topic: getting started on SNES
- Replies: 59
- Views: 17216
Re: getting started on SNES
I recommend you start a new thread, and ask questions there, rather than posting on old threads.
- Tue Dec 29, 2020 1:16 pm
- Forum: SNESdev
- Topic: getting started on SNES
- Replies: 59
- Views: 17216
Re: getting started on SNES
I made a tile editor (BG) for mode 1. https://github.com/nesdoug/M1TE2 And a sprite editor. https://github.com/nesdoug/SPEZ another tile editor, yy-chr https://w.atwiki.jp/yychr/sp/ I also highly recommend MESEN-S emulator. https://github.com/SourMesen/Mesen-S/releases music tracker https://github.c...
- Fri Dec 25, 2020 7:37 am
- Forum: NES Music
- Topic: Is it possible to mix DMC samples in software?
- Replies: 5
- Views: 737
Re: Is it possible to mix DMC samples in software?
PCM could be mixed.
It would be a very slow process, and in the end you would have only 0.5 - 1 seconds of audio. (for a $2000 byte PRG RAM)
It would be a very slow process, and in the end you would have only 0.5 - 1 seconds of audio. (for a $2000 byte PRG RAM)
- Sat Dec 19, 2020 3:24 pm
- Forum: 2020 NESdev Competition
- Topic: The Epic Game of Impossibility
- Replies: 6
- Views: 2198
Re: The Epic Game of Impossibility
I think enough time has passed to discuss. I could only fit 8 seconds of FMV with audio into 64k. I wanted to do 16 seconds, the entire chorus, but the audio was too lousy at reduced sample rate. This is PCM at 4000 Hz x 8 seconds = 32k audio. That's pretty much the low end of audio quality. I check...
- Fri Dec 11, 2020 4:00 pm
- Forum: NESdev
- Topic: Screen Split (No mapper)
- Replies: 4
- Views: 1321
Re: Screen Split (No mapper)
Does it need to be NROM? You could use a mapper with single screen mirroring, such as AxROM or MMC1. You would use mapper registers to swap nametables. The main screen on one nametable, the HUD on another nametable. Example, Cobra Triangle. I can't remember what it uses to time the split, but sprite...
- Thu Dec 10, 2020 4:20 pm
- Forum: NES Music
- Topic: $4011 vs MMC5 $5011 for PCM streaming?
- Replies: 17
- Views: 3029
Re: $4011 vs MMC5 $5011 for PCM streaming?
I can't find any technical information. I don't own one. Maybe next year I will get one.
- Thu Dec 10, 2020 3:42 pm
- Forum: NES Music
- Topic: $4011 vs MMC5 $5011 for PCM streaming?
- Replies: 17
- Views: 3029
Re: $4011 vs MMC5 $5011 for PCM streaming?
Everdrive N8 Pro (Famicom) supports MMC5 audio.