[SOLVED] apu - smb coin block pulse cutoff

Discuss emulation of the Nintendo Entertainment System and Famicom.

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nflga
Posts: 7
Joined: Mon Feb 18, 2019 3:08 pm

[SOLVED] apu - smb coin block pulse cutoff

Post by nflga » Tue Mar 12, 2019 10:50 am

Hey guys,
I've just started implementing the APU, so I'm still learning it, apologies if this issue should be obvious.
Quick note, disch's writeup on this post was invaluable!

The title pretty much says it all, the coin block effect gets cutoff too early, and I'm not sure why.
Also, at the end of a level, the time decrementing effect remains playing for longer than it should.

I've tried playing with the implementation of every aspect of the pulses (and fc) but came to no obvious cause.
For downsampling i'm just throwing samples away for now.
Also, I've only implemented pulse and noise channels.

Where should I take a closer look to find the bug? (it could also be related to the audio processing itself)
Bear in mind that I'm an audio noob and have close to no idea of what I'm doing yet, so a rtfm is more than acceptable :)

Thanks!
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nflga
Posts: 7
Joined: Mon Feb 18, 2019 3:08 pm

Re: [SOLVED] apu - smb coin block pulse cutoff

Post by nflga » Tue Mar 12, 2019 12:12 pm

Ughh, got it.
My pulse2 implementation was checking the enabled bit of pulse 1. :x

I'll leave the post here in case anyone has the same problem in the future.

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