More NSF Requests

Discuss NSF files, FamiTracker, MML tools, or anything else related to NES music.

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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

SuperWill24 wrote: Sorry to bother you, but there's actually THREE versions of Defender of the Crown: one NTSC (US), one UK (PAL) and one French (also PAL), so it shouldn't just be labeled (SFX). Is DOTC very hard to rip, or is the sound data between all three versions identical? (I would assume that the sound data between the two PAL versions are identical) Or are you planning to rip one or the other version later?
Well... for some reason it switches the $8000-$8300 per some subsongs and uses the $F000-$FFFF for data and code. This is one of those just pure evil situations.
Here is a PAL rip for it, but it is the exact same, and it was not optimazed properly.
Attachments
Defender Of The Crown (PAL) (SFX).nsf
(28.13 KiB) Downloaded 134 times
NewRisingSun
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Re: More NSF Requests

Post by NewRisingSun »

SuperWill24 wrote:Also, for the rip of California Games, the notes sound much shorter than they do in-game for me. I have attached a music sample of what the music sounds like in my emulator and what it sounds like in my NSF player. Is the NSF player not doing it right or is it somehow incorrectly ripped, or is the game doing something weird?
The rips are bad. The master rippers here still refuse to initialize the $4017 register correctly, even though I have told them numerous times that doing so is necessary for correct playback. I suppose they just don't give a shit. I have fixed the rips and attached them. Again.
Attachments
California Games (NTSC) (SFX, 4017 fix).nsf
(12.73 KiB) Downloaded 138 times
California Games (PAL) (SFX, 4017).NSF
(12.89 KiB) Downloaded 127 times
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Gil-Galad
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Re: More NSF Requests

Post by Gil-Galad »

Hey, how's it going, NewRisingSun. Haven't seen ya for awhile.

I almost always initialize $4017 in my rips, unless I forgot which is not often. I don't even recall your posts that said to initialize, perhaps if you could link it here. How do you do it? Just curious.

I don't even know who originally ripped California games but some of the old rips definitely problems and it's a gradual process to fix them. So many have been fixed in the last few years.
NewRisingSun
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Re: More NSF Requests

Post by NewRisingSun »

Gil-Galad wrote:I don't even recall your posts that said to initialize, perhaps if you could link it here.
viewtopic.php?f=6&t=115&p=210948#p210948
viewtopic.php?f=6&t=115&start=1830#p195217
viewtopic.php?f=6&t=115&p=210981#p210981
Gil-Galad wrote:I don't even know who originally ripped California games but some of the old rips definitely problems and it's a gradual process to fix them. So many have been fixed in the last few years.
On the previous page. I'm talking about current re-rips being bad, not rips from long ago.
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Gil-Galad
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Re: More NSF Requests

Post by Gil-Galad »

I see what you are talking about. Pretty simple, really.

Here is what I do.

If a game is writing FF or C0 to $4017 then I will use C0.

Otherwise, I will write 80 to $4017.

PHA

LDA #$80
STA $4017

LDA #$0F ; 0F for the first 4 channels, if PCM is used, raw or DPCM then I will write 1F, although this very rarely needs to be done. If a game writes 0F in the driver itself then I will instead write 00.

STA $4015

Other init code if necessary

PLA

JMP init or RTS.


Address Bitfield Description
$4017 MI--.---- Set mode and interrupt (write)
Bit 7 M--- ---- Sequencer mode: 0 selects 4-step sequence, 1 selects 5-step sequence
Bit 6 -I-- ---- Interrupt inhibit flag. If set, the frame interrupt flag is cleared, otherwise it is unaffected.
Side effects After 3 or 4 CPU clock cycles*, the timer is reset.
If the mode flag is set, then both "quarter frame" and "half frame" signals are also generated.

This information is right from the NESdev wiki. http://wiki.nesdev.com/w/index.php/APU_Frame_Counter

$4017 is pretty much for timing of NES music. Sometimes you can't tell the difference and other times the music will sound smoother and better timed. This is a way better solution than trying to adjust the timing and speed through the header in PB speed for example.

C0 sets both flags for bits 6 and 7.

80 sets bit 7 for a 5 step sequence. 00 will set it back to a 4 step sequence or 40 if you still want to set the interrupt inhibit flag.
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

Added SFXs to this one.
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Knight Move (SFX).nsf
(16.2 KiB) Downloaded 133 times
shawnphase
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Re: More NSF Requests

Post by shawnphase »

thanks for these!
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

Added missing tunes to this.
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Shanghai (SFX).nsf
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

R.C Pro Am rerips.
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R.C. Pro Am.zip
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Re: More NSF Requests

Post by MrNorbert1994 »

Found the region RAM address in this.
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Erik The Viking - An Hysterikal Voyage (PAL Sound Driver).nsf
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

Few new rips from Gil Galad.
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Gil Galad New Rips.zip
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

Main initloops and structure by me, NSFLive crash help by Karmic and Game Over tunefix (track 40).
Attachments
Radia Senki - Reimeihen (SFX).nsf
(28.13 KiB) Downloaded 129 times
The Tower Of Radia (SFX).nsf
(28.13 KiB) Downloaded 126 times
shawnphase
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Re: More NSF Requests

Post by shawnphase »

thanks so much for these once again gil and norbert, you guys have been busy! sometimes i play that music from radia senki when im in a very particular mood. sounds like they're runnin the tose driver in this fairy pinball soundtrack.
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

shawnphase wrote:sounds like they're runnin the tose driver in this fairy pinball soundtrack.
Actually it uses Hiroshi Nakamura's driver.
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MrNorbert1994
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Re: More NSF Requests

Post by MrNorbert1994 »

Fixed the tempo in the main game BGM (track 2) and removed track 6 from the constant looping.
Attachments
Super Cars.nsf
(11.21 KiB) Downloaded 152 times
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