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PostPosted: Fri May 15, 2015 10:01 am 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
Well, new release, :), some of the songs will be changed.

I didn't really understand how to load tiles and sprites into vram address, I just tested on emulator until they loaded OK, so it might fail on a real console.


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PostPosted: Thu Aug 04, 2016 9:10 am 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
Updated at first post :D


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PostPosted: Fri Aug 05, 2016 3:45 am 
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Joined: Tue Apr 24, 2012 12:22 pm
Posts: 53
Mills wrote:
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:

Code:
CHECK HEADERS: the object files are from different projects


How could I solve that?

Thanks

It is because PVSnesLib is compiled with options that are different of your options in makefile (for example, SRAM , fast/slow rom, and so on).
Check the makefile shipped with PVSnesLib and your makefile.


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PostPosted: Sat Aug 06, 2016 5:08 am 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
alekmaul wrote:
Mills wrote:

Code:
CHECK HEADERS: the object files are from different projects


How could I solve that?

Thanks

It is because PVSnesLib is compiled with options that are different of your options in makefile (for example, SRAM , fast/slow rom, and so on).
Check the makefile shipped with PVSnesLib and your makefile.


OK I changed the hdr.asm like the original:

Code:
Mine:
  CARTRIDGETYPE $00             ; $00 = only ROM
  ROMSIZE $08                  ; $0c
  SRAMSIZE $00 
               
Original
  CARTRIDGETYPE $02             ; $02 = ROM+SRAM, see WLA documentation for others
  ROMSIZE $08                   ; $08 = 2 Mbits,  see WLA doc for more..
  SRAMSIZE $01                  ; $01 = 16


It compiles with the original config, but it shows a lot of lines like this:
Code:
OBTAIN ROMBANKS:...
name.obj: 1MEM_INSERT: Overwrite at: ...
.
.
.


And some graphics look corrupted in the game, because the first two banks are being overwrited (they contain the palms bkg and the sprites).


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PostPosted: Sat Aug 06, 2016 6:39 am 
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Joined: Tue Apr 24, 2012 12:22 pm
Posts: 53
I have same things on my projects with no issue on graphics ...
Code:
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: 1MEM_INSERT: Overwrite at $7fc3 (old $45 new $53).

I think your graphics problems is elsewhere.


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PostPosted: Sat Aug 06, 2016 7:02 am 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
alekmaul wrote:
I have same things on my projects with no issue on graphics ...
Code:
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: 1MEM_INSERT: Overwrite at $7fc3 (old $45 new $53).

I think your graphics problems is elsewhere.


Thanks, I surelly made something wrong with the banks.

:)


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PostPosted: Sat Aug 06, 2016 8:12 am 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19343
Location: NE Indiana, USA (NTSC)
Those hex values represent CAVE vs. LIBS.


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PostPosted: Tue Aug 09, 2016 5:06 am 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
Any clue of why "PadsUp(0)" is not working?.

It worked perfect, and now it does nothing...

Thanks.

EDIT: I used it after wait vblank and it worked :)


I still can't figure out how to make a wavy background, there is no doc about hdma functions.


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PostPosted: Tue Aug 09, 2016 11:22 am 
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Joined: Tue Apr 24, 2012 12:22 pm
Posts: 53
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 :(


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PostPosted: Mon Dec 19, 2016 2:28 pm 
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Joined: Mon Dec 19, 2016 2:14 pm
Posts: 1
I'd really love to have a MSU-1 version of that JukeBox, where you can add your own .pcm files. I've already tried to mod it myself, but I'm very unexperienced and thus I've failed (surprise xP). If it wouldn't be too much work, would you mind creating(modding this one and probably decreaseing the song ammount, because 60 .pcm songs would be a little bit big - filezisewise) a MSU-1 JukeBox, or telling how to do so? And if you were to create one/mod this one, could you use "neutral" track names? - like "Track 1", "Track 2",... so that we can/could replace the .pcm files with own, custom .pcm files/tracks. Thanks alot for reading!

- I totally understand if you haven't got any time for that, it's just something I'd be really interested in.


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