Search found 138 matches
- Sun Feb 21, 2021 10:36 am
- Forum: NESemdev
- Topic: VRC7 discoveries
- Replies: 13
- Views: 802
Re: VRC7 discoveries
I took a look at the timing logic and I realized that the counter that keeps track of the shift register position actually only resets every 18 cycles instead of 9 cycles like I originally thought. The timing sequence itself is 18 cycles long. The shift register is writable only on the first 9 cycle...
- Thu Feb 18, 2021 3:13 pm
- Forum: NESemdev
- Topic: VRC7 discoveries
- Replies: 13
- Views: 802
- Mon Feb 15, 2021 5:25 pm
- Forum: NESemdev
- Topic: VRC7 discoveries
- Replies: 13
- Views: 802
Re: VRC7 discoveries
The official YM2413 datasheet claims 84 master clock cycles. Since the VRC7 runs at twice the 2A03 CPU clock ... 42. Oh? I have only seen a datasheet of YM2413 where the only thing given in cycles is the reset pulse width. Do you know where to find this datasheet that list this info? Also, accordin...
- Mon Feb 15, 2021 3:56 pm
- Forum: NESemdev
- Topic: VRC7 discoveries
- Replies: 13
- Views: 802
VRC7 discoveries
I recently got back to inspecting the die shot of VRC7 and I found out few things that might be relevant to emulating the chip (or just in general interesting observations). I don't think any of these are mentioned on the wiki page either (or anywhere else as far as I have read). While VRC7's master...
- Fri Dec 25, 2020 4:05 am
- Forum: NES Music
- Topic: Is it possible to mix DMC samples in software?
- Replies: 5
- Views: 1248
Is it possible to mix DMC samples in software?
I'm not sure if there are mappers that can map CHR-RAM to ROM area, but I was wondering if there is a way to mix two DMC samples in software an put the result in CHR-RAM in area where the DMC channel can play it? If there is a way, I don't think simply adding the samples together would work, which i...
- Fri Dec 25, 2020 2:55 am
- Forum: NESemdev
- Topic: Emulator with disassembly capability
- Replies: 4
- Views: 1285
Re: Emulator with disassembly capability
I don't remember mesen having a disassembly feature (unless it was added just recently). I don't mean disassembly as in begin able to see the code in the debugger. I mean it as in disassembling the code into text files (and maybe chr and dmc files too).
- Thu Dec 24, 2020 3:56 am
- Forum: NESemdev
- Topic: Emulator with disassembly capability
- Replies: 4
- Views: 1285
Emulator with disassembly capability
If one doesn't exist yet, I was thinkin of making one. Basically you play the game and it logs stuff and when you are ready you can disassemble the ROM. Some basic features that are needed probably are: Code/data logger Address/lable logger Branch logger Basic debugger Hex editor The branch logger c...
- Sun Dec 06, 2020 9:36 am
- Forum: Newbie Help Center
- Topic: MMC5 extended RAM and fill mode
- Replies: 5
- Views: 1782
Re: MMC5 extended RAM and fill mode
The wiki also mentio s that the expansion RAM can only be written while PPU is rendering. Is this right? And does this mean rendering as in rendering begin enabled from PPU registers or while a frame is begin rendered?
- Sat Dec 05, 2020 10:58 am
- Forum: Newbie Help Center
- Topic: MMC5 extended RAM and fill mode
- Replies: 5
- Views: 1782
MMC5 extended RAM and fill mode
According to the wiki MMC5 has the PRG RAM at $6000-$7FFF. When you are using the extended RAM modes 0 or 1, what parts of the PRG RAM are used for these features? Mode 1 can also be used as a extended nametable. How does this work with the additional attribute data used in that mode? The wiki menti...
- Sun Nov 29, 2020 1:45 pm
- Forum: NES Music
- Topic: Preparing DMC samples
- Replies: 5
- Views: 2610
Re: Preparing DMC samples
A low-pass isn't necessary unless the original sound has a lot of higher frequencies you don't want. Converting the sample usually does have a low-pass like effect on louder frequencies, but it might not completely filter them out. Although due to the bit crushing that happens you will still get som...
- Sat Nov 28, 2020 11:37 am
- Forum: NES Music
- Topic: Preparing DMC samples
- Replies: 5
- Views: 2610
Preparing DMC samples
I was curious if anyone here know how you should prepare a wav file to be converted as a DMC sample to get the best result. One trick that I know for percussion samples is that you add some white noise the sample and it'll hide the "crackling" sound you get at low volumes. Are there any recommendati...
- Sat Nov 28, 2020 5:34 am
- Forum: NES Music
- Topic: I finally got a way to fix the triangle channel bug in Ufouria!
- Replies: 16
- Views: 7155
Re: I finally got a way to fix the triangle channel bug in Ufouria!
The NSF for Hebereke (and probably Ufouria too) has two versions of the title screen theme. One with the triangle channel and one without. I was wondering if both exist in the ROM as separate tracks or if the other was added to the NSF manually.
- Wed Nov 25, 2020 12:21 pm
- Forum: Newbie Help Center
- Topic: Question about collision detection with other objects
- Replies: 17
- Views: 5836
Re: Question about collision detection with other objects
I think I have a good idea on how the solid collision should be made. Not sure if it was mentioned here, but I heard of technique where you compare how much the hitboxes overlap on X and Y axis and push out the axis that has least overlap. If they are equal you could implement special cases on which...
- Mon Nov 16, 2020 4:40 am
- Forum: Newbie Help Center
- Topic: Question about collision detection with other objects
- Replies: 17
- Views: 5836
Re: Question about collision detection with other objects
How do you then detect from which side the player "penetrates" the solid object? Do you need a special case if the player penetrates the object exactly from a corner?
- Mon Nov 16, 2020 3:34 am
- Forum: Newbie Help Center
- Topic: Question about collision detection with other objects
- Replies: 17
- Views: 5836
Re: Question about collision detection with other objects
Here are few examples: 1. Player jumps while moving left/right and hits the bottom of solid object. You would need to push the player down here. But if you push player on X axis first the player would zip to the side of the solid object. 2. Similar case if player falls while moving left/right and hi...