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PostPosted: Wed Jul 02, 2014 4:02 pm 
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Posts: 34
tepples wrote:
Does resetting the SPC700 to its IPL require resetting the entire console? If so, and you want to play SPCs that use different engines, you'll need to either find a reset command in each engine or add a circuit that momentarily pulls the reset pin low.


I'm very new to SNES programming, i wanted to use some spc from games (donkey kong, rock & roll racing), but i think i can't...

So I converted a bunch of impulse tracker files to soundbanks, and now i can play them without reset in pvsneslib.


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PostPosted: Thu Jul 03, 2014 3:59 am 
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I want to include more music in this rom, so, if you know great tunes, or you made a cool IT, we can include them.

They can be any module (mod, s3m, xm, it..) or midi, not too big 8-).

Allready included:

Pollen Resurrection
Mortimer's Chipdisko
Aladdin (amiga)
Orgasmic Chipper 2
Artificial Sweetener
Banjoo Kazooie: Gruntilda's Lair
Bubbles
Crazy Drake
Crusader No Regret Xmas Mix
Funky Stars (1996)
Lemmings 3 (Amiga)
Metal Slug X - Mission 2
Lizardkings Theme
Lotus 3 - Spaceninja (Amiga)
Xenon2 Megablast - Menu (Amiga)
Jazz Jackrabbit - Menu
Shipwreckers/Overboard -Level1
Mario64 DS - vocals
Space Debris (1991)
Toy Story Menu/Credits (MOD)
Unreeeal Superhero 3
What is Love - Haddaway (with voice).
Visions
Kwazy Webbit Hole
Bitte ein Bit TITAN
Cyberculosis
Beach - Ape Scape
Satellite One
Uncle John From Jamaica
Alfred Chicken end
Frukt Fats Pop
Project X (Amiga)
Let's Swing it
The Day They Landed
Can-Can
Pentagonal Dreams
Sleep Walker -Tema5 (Dinamic Multimedia)
Titus The Fox -Menu (Amiga)


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PostPosted: Thu Jul 03, 2014 8:02 am 
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Posts: 911
Here are a few I can think of right now:

Nobody - Drift
Olof Gustafsson - Pinball Illusions Intro
Diabolus - Moorhill
Radix - Nemesis
Maktone - Class cracktro tune VI
Rez - r0t0f3ul!


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PostPosted: Thu Jul 03, 2014 8:28 am 
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Joined: Wed Jul 09, 2008 8:46 pm
Posts: 243
I could contribute some .it files. They're already specially made for the SNES, meaning conversion should work perfectly fine.

I also have .it files that when converted, can pull off pitch modulation and noise generation. There are two catches:

- Requires a special version of SNESMod (I have the corresponding binary on hand). This can play normal SNESMod music perfectly fine, just as long as these effects are not called (they are unused in Impulse Tracker files by default based off of the original tracker):
S05-S0C ~ Used for turning on and off pitch modulation and noise.
S1x-S2x ~ Used to set the noise frequency (take away 10h to get your frequency)
S92-S93 ~ Used as a special mute command that doesn't affect pitch modulation output

- Not completely safe for video game use (no SFX detection to turn off pitch modulation and noise in case one plays)


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PostPosted: Thu Jul 03, 2014 5:48 pm 
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Posts: 34
KungFuFurby wrote:
I could contribute some .it files. They're already specially made for the SNES, meaning conversion should work perfectly fine.

I also have .it files that when converted, can pull off pitch modulation and noise generation. There are two catches:

- Requires a special version of SNESMod (I have the corresponding binary on hand). This can play normal SNESMod music perfectly fine, just as long as these effects are not called (they are unused in Impulse Tracker files by default based off of the original tracker):
S05-S0C ~ Used for turning on and off pitch modulation and noise.
S1x-S2x ~ Used to set the noise frequency (take away 10h to get your frequency)
S92-S93 ~ Used as a special mute command that doesn't affect pitch modulation output

- Not completely safe for video game use (no SFX detection to turn off pitch modulation and noise in case one plays)


Cool, you could upload them here :).
Tomorrow i'll upload the "first version" of the demo, with test songs.


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PostPosted: Fri Jul 04, 2014 2:41 am 
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Posts: 34
First version :). Changed some songs because i could not fit them inside a 32 k bank and spcload did not load them well.


Attachments:
JUKEBOX.zip [672.69 KiB]
Downloaded 87 times
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PostPosted: Fri Jul 04, 2014 6:02 pm 
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Posts: 34
KungFuFurby wrote:
I have an ASM trick to get around that 32,768 byte limit (which is WLA DX deleting "unused banks"). Just have the first character in the name of the sections above the 32K limit be an exclamation point, and that problem should go away.

Thus, this is your new result...

Code:
;
.include "hdr.asm"

.bank 4
.section "SOUNDBANK" ; need dedicated bank(s)

SONGBANK1:
.incbin "soundbank.bnk" read $8000
.ends

.bank 5
.section "!SOUNDBANK1" ; need dedicated bank(s)

SONGBANK2:
.incbin "soundbank.bnk" skip $8000
.ends


Either that, or call the spcSetBank routine for each ROM bank (this is what alekmaul does with multi-LoROM-bank soundbanks), ending with the actual starting point of the soundbank.


Sorry I did not read your post carefully... It works!!!

I could get "what is love" song with a lot of voices playing in pvsnes :).


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PostPosted: Wed Jul 09, 2014 7:31 pm 
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Joined: Wed Jun 18, 2014 7:46 pm
Posts: 24
Location: Vancouver BC
thats awesome! i just tried it on my gdsf7. what is love playing on a snes made me laugh. jazz the jack rabbit! what a great game. Im going to have to see if i can find a download of it.


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PostPosted: Fri Jul 11, 2014 4:27 am 
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brunog wrote:
thats awesome! i just tried it on my gdsf7. what is love playing on a snes made me laugh. jazz the jack rabbit! what a great game. Im going to have to see if i can find a download of it.


Whait to hear the new version, I got big songs playing. What is love now plays two big voice samples :).


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PostPosted: Tue Jul 15, 2014 11:42 am 
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Joined: Fri Jul 04, 2014 9:31 pm
Posts: 818
This is a cool little program. Some real ear worms, a lot of which I haven't heard before. Waiting patiently for the new version...

What the devil is going on with the bouncing arrows? Are they using uninitialized memory? Higan v094 accuracy core gives me different colours every time I boot it. Snes9X v1.53 is consistent, though it looks a bit weird, but higan balanced, higan performance, bsnes v072 (all cores), ZSNES v1.51 and no$sns v1.5 all give me black arrows...


Attachments:
JUKEBOX_Higanv094bal.png
JUKEBOX_Higanv094bal.png [ 9.61 KiB | Viewed 1972 times ]
JUKEBOX_Snes9Xv1.53.png
JUKEBOX_Snes9Xv1.53.png [ 9.87 KiB | Viewed 1972 times ]
JUKEBOX_Higanv094acc.png
JUKEBOX_Higanv094acc.png [ 9.69 KiB | Viewed 1972 times ]
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PostPosted: Thu Jul 17, 2014 4:16 am 
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Posts: 34
93143 wrote:
What the devil is going on with the bouncing arrows? Are they using uninitialized memory? Higan v094 accuracy core gives me different colours every time I boot it. Snes9X v1.53 is consistent, though it looks a bit weird, but higan balanced, higan performance, bsnes v072 (all cores), ZSNES v1.51 and no$sns v1.5 all give me black arrows...


I don't know, the palettes are wrong, i can't set them OK, it is my first snes code, so there are things i don't understand.

I upload "2.0" version, all songs included and source, it sometimes shows "libm error" when compiling.

Image

Songs included:

Super Frog (Amiga)
Mortimer's Chipdisko
Aladdin (amiga)
Orgasmic Chipper 2
Tux Racer
BK: Gruntilda's Lair
Bubbles
Crazy Drake
Crusader N regret XS
Funky Stars (1996)
Lemmings 3 (Amiga)
Metal Slug X - M2
Lizardkings Theme
Lotus 3 (amiga)
Xenon2 Megablast (A)
Jazz Jackrabbit
Shipwreckers 1
Mario DS - vocals
Space Debris (1991)
Toy Story (MOD)
Unreeeal Superhero 3
What is Love? - HD
Visions
Kwazy Webbit Hole
Bitte ein Bit TITAN
Cyberculosis
Beach - Ape Scape
Satellite One
Uncle John F Jamaica
Alfred Chicken end
Frukt Fats Pop
Project X (Amiga)
Let's Swing it
The Day They Landed
Can-Can
Pentagonal Dreams
Mozart Piisi
BraveNex
Pinball Dreams
Stop That Elephant!
Angry Birds (Riggs)
AXEL F
POPCORN 80's
Celestial Fantasia
Moorhill
Radix-Nemesis
Sanxion Remix
Outrun Remix
Tubular Vectors
Pollen Resurrection
My Dirty Old Kamel
On Melancholy Hill


I forgot... someone tested this on a real snes with powerpak, and worked perfect.

A "final" version would include:
- sprites with correct color.
- more than one song in a 32 Kb bank (when the songs are small).
- fade or pixelate effect and a credits.


Attachments:
IT_FILES.zip [1.97 MiB]
Downloaded 92 times
SOURCE.zip [1.1 MiB]
Downloaded 97 times
JUKEBOX.zip [1.07 MiB]
Downloaded 85 times
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PostPosted: Thu Jul 17, 2014 11:17 am 
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Joined: Tue Apr 24, 2012 12:22 pm
Posts: 53
That's really great !
Thanks a lot to use PVSneslib and demonstrate such talent to do this jukebox.
Will try to investigate your errors with your source code.
Are you using last version available in googlecode ?
You must know that there is lots of const to remove in dma.c file, because they are useless, can't find time to remove them for a really stable verison of mode 7 :/


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PostPosted: Thu Jul 17, 2014 12:18 pm 
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Joined: Tue Jul 01, 2014 3:30 am
Posts: 34
alekmaul wrote:
That's really great !
Thanks a lot to use PVSneslib and demonstrate such talent to do this jukebox.
Will try to investigate your errors with your source code.
Are you using last version available in googlecode ?
You must know that there is lots of const to remove in dma.c file, because they are useless, can't find time to remove them for a really stable verison of mode 7 :/


Thanks, i'm not an expert, but this code does not need to be very optimized, surelly there will be a lot of useless things on it.

How can i fade in from a black screen at the beginning? i can see first the bkg's and then the screen goes black.. and then it makes the fade in :).


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PostPosted: Thu Jul 17, 2014 8:04 pm 
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Joined: Wed Jul 09, 2008 8:46 pm
Posts: 243
Most of these songs I haven't heard of being converted to the SNES before... but three of them were previously utilized.

One of the songs you have, Satellite One, was used in the XMSNES demonstration ROM (so this is just a different sound driver). On a different note, Pollen Resurrection is actually the opening song to Skipp and Friends (and that has an earlier version of SNESMod on it... meaning this song is no different).
Plus, Pinball Dreams was already converted for SNES long ago because the actual game was ported over to the SNES. Thus, you should actually give the game a shot and compare that to the conversion you made. ^_^

Here is my contribution, with Super Quality audio samples! :D (that also means echo is not recommended for this song, as it's quite a large song!)

Wants Rock Badly for SNES Jukebox

Are you interested in a couple of Action 52 songs that I technically ported over to the SNES?
One of them is very familiar... the other not so familiar (that's because I used neither the NES nor Genesis version for this reference).

What is the intended color for the arrows, just out of my curiosity?


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PostPosted: Thu Jul 17, 2014 8:17 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19355
Location: NE Indiana, USA (NTSC)
KungFuFurby wrote:
Are you interested in a couple of Action 52 songs that I technically ported over to the SNES?
One of them is very familiar... the other not so familiar (that's because I used neither the NES nor Genesis version for this reference).

Is any of them "Think (About It)", "Cheetahmen", or "Calypso"?

Quote:
What is the intended color for the arrows, just out of my curiosity?

Red for quarter notes, blue for eighth notes, yellow for sixteenth notes, green for trip-- Oh wait, you didn't mean those arrows.


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