Search found 774 matches
- Tue Oct 18, 2016 3:50 pm
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
Re: DSP Unmute
On real hardware, this is generating a very rapid popping sound, somewhere around ~8Hz. Looks like you need to set the echo volume to 0, even with the echo flag disabled. Here's the final (I hope), minimal code: arch snes.smp str $F2=#$2C // DSP Echo Volume (Left) str $F3=#$00 // Volume 0 str $F2=#$...
- Tue Oct 18, 2016 12:49 pm
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
Re: DSP Unmute
Just as a side note it's good practice to jump back to the IPL (jmp !$ffc0 (yes, I seem to be one of the few here that prefers the "native" mnemonics ;) )) after executing a snippet like this, otherwise it's impossible to communicate with the SPC again until the SNES is reset. I'll keep that in min...
- Tue Oct 18, 2016 12:16 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
Thanks for all the help, I've managed to get all 10 FMV's playing now 
https://www.youtube.com/watch?v=kJ7CT6bFPlw

https://www.youtube.com/watch?v=kJ7CT6bFPlw
- Tue Oct 18, 2016 12:40 am
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
Re: DSP Unmute
Got it!
Code: Select all
arch snes.smp
lda #$6C // DSP Flag Register
sta $F2 // DSP Access Address
lda #$20 // RESET: Off, MUTE: Off, ECHO: Off, NCLK: 0Hz
sta $F3 // DSP Access Data
-; bra -
- Tue Oct 18, 2016 12:23 am
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
Re: DSP Unmute
Do you know whether the S-SMP is executing the code you've uploaded? If the bsnes-plus trace logger is to be believed, yes. Does the code itself look correct? ..0100 mov a,$06c A:00 X:00 Y:00 SP:01ef YA:0000 nvpbhiZc ..0102 or a,#$20 A:00 X:00 Y:00 SP:01ef YA:0000 nvpbhiZc ..0104 and a,#$bf A:20 X:...
- Mon Oct 17, 2016 10:17 pm
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
Re: DSP Unmute
I made a few stupid mistakes, like getting my bitmask backwards, and never storing the value back to the register. Updated those, and added in disabling echo, but still no luck. Watching the memory viewer in bsnes-plus, I at least see that the data is successfully transferred to the location I speci...
- Mon Oct 17, 2016 9:09 pm
- Forum: SNESdev
- Topic: DSP Unmute
- Replies: 16
- Views: 5732
DSP Unmute
I need to unmute the DSP in order to allow expansion audio to play. I understand that this requires uploading code to the SPC. Looking at this document , the process looks pretty straightforward. However, this is only my second time even touching SPC code, and the first time was so far into a caffei...
- Mon Oct 17, 2016 5:21 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
I'm not using HDMA. Good call on the line numbers, I probably want to blank 185-39 (I'm using a tilemap with fully black tiles in the letterboxed area, so there won't be any garbage if I blank late/enable early, it just cuts down on the bandwidth a bit). Anyway... it's working (the audio is a bit ou...
- Mon Oct 17, 2016 1:57 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
Since the video is letterboxed, I was able to force blank from scanline 184-40 which gave me enough time to upload the frame in 4 chunks. Now I just have a bunch of counter logic code to write and I'll have myself a video player.


- Sat Oct 15, 2016 12:06 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
Thanks, I'll take a look at that, but I'm still planning on writing my own, since I haven't worked with the PPU before, and I'll need to understand it in order to complete the hack (since the videos will interrupt the gameplay and I'll need to restore the video state afterward). Also, understanding ...
- Sat Oct 15, 2016 11:21 am
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
The source video is letterboxed to 256x144 (or maybe 160, I don't remember), so I'll look into the use of forced blanking. Not really sure how to do that though. This whole video thing is new for me.
- Sat Oct 15, 2016 10:15 am
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
Then, can anybody help me understand where these numbers are coming from? I need to transfer ~33K over the course of 4 frames (15fps@60Hz), or else I need to drastically reduce my frame size.
- Sat Oct 15, 2016 8:35 am
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
I'm in the US, I thought I'd read the number was supposed to be closer to 13K for NTSC, but if that's not correct, that would explain it. My full code is included in the zip attached to the first post (some of the commenting might be incorrect, I'm still figuring out some of these things, and others...
- Fri Oct 14, 2016 10:38 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
I edited the OP, and uploaded the ROM, which I just now tested again, only to find that the NMI breakpoint at $FF10 was hitting properly. I don't know if it's just a difference between my machines, or if something changed since I posted, or if I was just tired and delirious and thought I was hitting...
- Fri Oct 14, 2016 10:07 pm
- Forum: SNESdev
- Topic: NMI vs IRQ
- Replies: 40
- Views: 10089
Re: NMI vs IRQ
My ROM as it stands is not Chrono Trigger, it is my own code and some of the tutorial code from the super famicom wiki. I only copied a few tiny things I didn't understand like that BRK vector and the vector tables themselves. This is a from-scratch ROM to test out my own video loading code, which I...