It is currently Tue Nov 12, 2019 8:04 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 13 posts ] 
Author Message
PostPosted: Thu Mar 21, 2019 5:47 pm 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
EDIT: This project was completed and available in limited numbers here: http://www.moonfallcartridge.com

Image

---------------------------------------------------------------------------

Greetings,

Coming to you from the chipmusic community and fresh off the Nerdy Nights presses. Decided to pick up ASM for my project. Figured learn by doing is better then theorizing and just pondering tutorials. Also been wanting to do this kind of a project for a while, but didn't want to bug any experienced coder to do all the heavy lifting for me.

Project is basically a collection/compilation of my favorite tunes and tracks from the various Zelda games playable on the NES with a nice looking GUI, selection cursor, and title/graphics.

Currently done with my entire ROM's asm, (apart from implementing UNROM bank switching when I inevitably run out of 32kb for all the tracks I'm trying to add) I have the UNROM format figured out and CHR RAM working. Seemed straight forward enough to convert from NROM. Even if I don't breach 32kb (which I will) I think only needing one ROM to burn and de/resolder is saving me time/effort/money. So once I finish all the music (all written with MML/ppmck) and add them in, giving me my final size, I will know how many UNROM banks to use and make the bank switching all happen. after, it's just a matter of buying the appropriately sized EPROMS (or use the 27C512 ones I already have), burn them, and desolder/re-populate UNROM donor carts. Going to post updates and examples here when I have a chance to.

Been lurking here for a while gathering tips, info, general knowledge and it has helped tremendously. So thanks to all of you already.

Things I had fun learning how to do by lurking and/or experimenting:
• Scrolling sprites at different speeds (parallax)
• Adding despawning and respawing limits for looping an animation only in a fixed window
• Making smooth intuitive animation behavior for my selection sprites and cursor
• Dynamically update tiles (track list) on the hidden nametable for creating more than 2 pages of content
• Maximizing my color variability on screen by hugging the appropriate attribute tiles and simply scrolling the screen in code ($2005 writes) to center it on screen again.

I know nothing I'm doing is groundbreaking (understandably, being a novice and all), but I'm thoroughly loving learning how to code for the system I grew up with and love.

Will be hopefully posting significant updates and possibly asking about things I may not understand here if I can't figure out how to implement something on my own or can't fix a bug.

Latest update:
Update 5 (playing clips of all finished tracks)

Previous updates on facebook some showing more behind the scenes:
Update 4 (Graphics done/ Tiles updating correctly with nametable viewer demo of that)
Update 3 (music example)


Last edited by TylerBarnes on Fri Oct 25, 2019 10:08 am, edited 4 times in total.

Top
 Profile  
 
PostPosted: Fri Mar 22, 2019 11:11 am 
Offline
User avatar

Joined: Sat Mar 02, 2019 10:19 am
Posts: 5
This looks great. I love the logo screen and I love the silhouette from the label getting revealed by the clouds passing by. Cool project!


Top
 Profile  
 
PostPosted: Sun Mar 24, 2019 8:47 pm 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
Looking for suggestions on tracks to add if anyone has some favorites that might work on the NES.

Currently in here:
Midnas Lament
Windfall Island
Kikoriko Village
Deku Tree
Oath To Order
Song of Storms
Great Fairy Fountain
Ocarina of Time: Title Theme
Tal Tal Heights
Zelda's Lullaby
Dragon Roost Island
Market
Ballad of the Windfish

Currently working on:
KaeporaGaeboro
Kokiri Forest
Lost Woods
Kotaka Koume

Planned:
Majora's Mask: Title Theme
Bolero of Fire

Want to do but probably can't from channel limits:
Garudo Valley
Lon Lon Ranch


Top
 Profile  
 
PostPosted: Tue Mar 26, 2019 11:04 pm 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
Have been unsoldering mask roms to take a break from mml and coding for the time being. And then with boards ready and waiting, I decided to wire up a socket and do some hardware tests.

_While there where issues at first_
Wiring confusion: 27C010 vs 27C512 (Solution = lift and ground pin 22 (OE/Vpp) of 27C512)
Mirroring solder joints: Seemingly labeled backwards on solder mask. I didn't know the convention 'V' was not for vertical "mirroring" but for vertical "scrolling"
Boot code: Was not waiting enough vBlanks. Placed two before reset routine and two right after to prepare for drawing. That fixed it.

All is fixed and running smoothly on hardware.

Video:
Hardware Test


Top
 Profile  
 
PostPosted: Tue Mar 26, 2019 11:43 pm 
Offline
User avatar

Joined: Sun Sep 19, 2004 9:28 pm
Posts: 4213
Location: A world gone mad
TylerBarnes wrote:
Mirroring solder joints: Seemingly labeled backwards on solder mask. I didn't know the convention 'V' was not for vertical "mirroring" but for vertical "scrolling"

Not backwards. viewtopic.php?p=235743#p235743


Top
 Profile  
 
PostPosted: Wed Mar 27, 2019 12:48 am 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
koitsu wrote:
TylerBarnes wrote:
Mirroring solder joints: Seemingly labeled backwards on solder mask. I didn't know the convention 'V' was not for vertical "mirroring" but for vertical "scrolling"

Not backwards. viewtopic.php?p=235743#p235743


Yes, 'seemingly' meant here to describe 'To those that assume it refers to mirroring' (i.e. me)


Top
 Profile  
 
PostPosted: Wed Oct 23, 2019 8:37 pm 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
Hello,

Been a while. However, I finally completed this. Final product being sold in a limited first run. Details, Tracklist, In-Browser Flash Demo, Backstory, Shop for Purchase and other such info can be found on the website for this release.

http://www.moonfallcartridge.com

Image


Top
 Profile  
 
PostPosted: Thu Oct 24, 2019 9:59 pm 
Offline
User avatar

Joined: Mon Sep 29, 2014 3:28 pm
Posts: 11
cool project.

for me though i do not run flash in my browser and i think many other people are the same, so might be worth switching the demo over to a javascript emulator instead. i noticed the rom doesnt work for me in mesen but works fine in nestopia though and i think youve done a good job, how long have you been programming for the nes?


Top
 Profile  
 
PostPosted: Thu Oct 24, 2019 10:53 pm 
Offline

Joined: Sun Apr 13, 2008 11:12 am
Posts: 8667
Location: Seattle
Electronoob wrote:
i noticed the rom doesnt work for me in mesen but works fine in nestopia though
File is marked with a NES2.0 header marking neither CHR ROM nor CHR RAM, so Mesen obligingly gives the game only open bus instead of either. Hence the fixed pattern.


Top
 Profile  
 
PostPosted: Thu Oct 24, 2019 11:54 pm 
Offline
User avatar

Joined: Mon Sep 29, 2014 3:28 pm
Posts: 11
lidnariq wrote:
Electronoob wrote:
i noticed the rom doesnt work for me in mesen but works fine in nestopia though
File is marked with a NES2.0 header marking neither CHR ROM nor CHR RAM, so Mesen obligingly gives the game only open bus instead of either. Hence the fixed pattern.


Thank you for the information :D


Top
 Profile  
 
PostPosted: Fri Oct 25, 2019 1:13 am 
Offline
User avatar

Joined: Tue Mar 19, 2019 12:41 pm
Posts: 12
Electronoob wrote:
cool project.

for me though i do not run flash in my browser and i think many other people are the same, so might be worth switching the demo over to a javascript emulator instead. i noticed the rom doesnt work for me in mesen but works fine in nestopia though and i think youve done a good job, how long have you been programming for the nes?


Thank you so much! I guess I didn't hide the rom very well, lol. The emulator docs kinda spell it out I guess anyways. This was the only browser emulator that I could get to work and that didn't have sound or slowdown issues. I have been making music for the NES for a long time, mostly using MML, but I learned ASM specifically for this project and started learning it in early March 2019.


Top
 Profile  
 
PostPosted: Mon Nov 04, 2019 4:46 am 
Offline
User avatar

Joined: Mon Sep 29, 2014 3:28 pm
Posts: 11
TylerBarnes wrote:
Electronoob wrote:
cool project.

for me though i do not run flash in my browser and i think many other people are the same, so might be worth switching the demo over to a javascript emulator instead. i noticed the rom doesnt work for me in mesen but works fine in nestopia though and i think youve done a good job, how long have you been programming for the nes?


Thank you so much! I guess I didn't hide the rom very well, lol. The emulator docs kinda spell it out I guess anyways. This was the only browser emulator that I could get to work and that didn't have sound or slowdown issues. I have been making music for the NES for a long time, mostly using MML, but I learned ASM specifically for this project and started learning it in early March 2019.


ha yeah it was easy to spot to be honest. nice try though :P

hopefully i too can release something worthwhile in due course, recently started learning nesdev and the main trouble i've run into is not really knowing what to make.

anyway kudos and thanks for reply


Top
 Profile  
 
PostPosted: Wed Nov 06, 2019 12:50 pm 
Offline
User avatar

Joined: Mon Sep 29, 2014 3:28 pm
Posts: 11
seems relevant
https://webmasters.googleblog.com/2019/ ... flash.html


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group