Search found 3261 matches
- Tue Jun 01, 2021 6:23 am
- Forum: NESemdev
- Topic: Cheap Highpass Filter? (just add/subtract and bitshifts)
- Replies: 7
- Views: 2287
Re: Cheap Highpass Filter? (just add/subtract and bitshifts)
I remember reading about a really cheap Highpass/DC cancellation filter that used only addition/subtraction and bit shifts. But I can't remember what the formula was, or where I heard about it from. I think emulators used this formula. Does anyone know it? You're welcome. http://forums.nesdev.com/v...
- Mon May 31, 2021 4:31 am
- Forum: NESemdev
- Topic: RockNES 5.80 -May 31st 2021-
- Replies: 0
- Views: 2541
RockNES 5.80 -May 31st 2021-
DOWNLOAD: https://www.dropbox.com/s/q6ympgtrscwsbjv/rnes570c.zip?dl=1 What's new for version 5.80 (05/31/2021) ----------------------------------------- [savestate] - The savestate version has been changed to 8, so older states are no more compatible. - Added/fixed proper savestate support for ALL m...
- Fri May 28, 2021 8:36 am
- Forum: NESemdev
- Topic: mapper 97?
- Replies: 4
- Views: 1858
mapper 97?
The wiki brings the following info: $8000-BFFF: [M..P PPPP] P = PRG Reg (16k @ $C000) M = Mirroring: %0 = Horz (PPU A11) %1 = Vert (PPU A10) Disch' mapper 97 document brings a bit different: $8000-FFFF: [MM.. PPPP] P = PRG Reg (16k @ $C000) M = Mirroring: %00 = 1ScA %01 = Horz %10 = Vert %11 = 1ScB ...
- Thu May 27, 2021 7:58 am
- Forum: NESemdev
- Topic: Namco 163 output examples
- Replies: 0
- Views: 2717
Namco 163 output examples
3 recordings from my emulator (WAV format).
"Toad Man" (GBS2NSF conversion).
"Sangokushi 2 - Haou no Tairiku"
"Final Lap"
https://www.dropbox.com/s/mgk1eox62dn4j ... c.zip?dl=1
"Toad Man" (GBS2NSF conversion).
"Sangokushi 2 - Haou no Tairiku"
"Final Lap"
https://www.dropbox.com/s/mgk1eox62dn4j ... c.zip?dl=1
- Wed May 26, 2021 6:45 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
I've found the problem.
I messed up the RAM pointers.
Now it's playing OK.
I messed up the RAM pointers.
Now it's playing OK.
- Tue May 25, 2021 1:45 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
The same occurs with Erika to Satoru no Yume Bouken.
Plus, the wiki says (NSF page) that it uses registers $4800 and $F800. What about register $E000:$40? Is it unused?
- Tue May 25, 2021 1:19 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
Well, after two days of work (and a big thank you for Mesen' source), I could get it working... except for an annoyance I can't figure out. Channel 8 (the first one) outputs a high frequency sound when it should be in silence. Here's a LOG of the channels. I'm using the game Final Lap (J) for testin...
- Mon May 24, 2021 7:45 am
- Forum: NESemdev
- Topic: Clock is skipped too late, relative to enabling BG
- Replies: 3
- Views: 2589
Re: Clock is skipped too late, relative to enabling BG
In my emulator, the extra cycle occurs at PPU cycle 337 (pre-rendered scanline) if it's an odd frame and background is enabled. You increment the PPU cycle counter at PPU cycle 337.
[odd frame] (337 + 1) + 3 (next clock) = 341 (takes 1 CPU cycle).
[odd frame] (337 + 1) + 3 (next clock) = 341 (takes 1 CPU cycle).
- Fri May 21, 2021 12:16 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
One last question. It says... "The output will be held until the next channel update. The 24-bit phase value will be stored back into w[$7D/$7B/$79]" So, at every CPU cycle, each channel returns the last generated output sample. It holds the sample until the next update (+15 cycles). Corre...
- Fri May 21, 2021 11:02 am
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
I'm using Disch' mapper 19 doc too. About the frequency/channel clock, Disch didn't mention "at every 15 CPU cycles", but a frequency formula for CPU cycles: $F0000 * (E+1) Cycs = ------------------ F I wonder if each channel is clocked (frequency--) at every 15 CPU cycles ... or not?
- Thu May 20, 2021 3:00 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Re: Namco 163 audio?
Ok.
2. At every 15 CPU cycles, channel 8 is updated, then channel 7 after +15 cycles, then channel 6... and so on?
2. At every 15 CPU cycles, channel 8 is updated, then channel 7 after +15 cycles, then channel 6... and so on?
- Thu May 20, 2021 2:52 pm
- Forum: NESemdev
- Topic: Namco 163 audio?
- Replies: 16
- Views: 6051
Namco 163 audio?
http://wiki.nesdev.com/w/index.php/Namco_163_audio
1. What is 'x' in this expression?
* sample(x) = (w[x/2] >> ((x&1)*4)) & $0F
1. What is 'x' in this expression?
* sample(x) = (w[x/2] >> ((x&1)*4)) & $0F
- Tue May 18, 2021 6:06 pm
- Forum: NESemdev
- Topic: mapper 19?
- Replies: 8
- Views: 4087
Re: mapper 19?
I though about "the last32 banks" out of a total of 64, for example... and how they would be selectable.
Sorry for the language barrier.
Thanks for the help.
Sorry for the language barrier.
Thanks for the help.
- Tue May 18, 2021 3:26 pm
- Forum: NESemdev
- Topic: mapper 19?
- Replies: 8
- Views: 4087
mapper 19?
http://wiki.nesdev.com/w/index.php/INES_Mapper_019 1. Writes to $C000-$C7FF affects $2000-$23FF, and "Values ≥ $E0 denote NES NTRAM if" is set to "always". What happens if a value < $E0 is written there? Is possible to map CHR ROM/RAM in the nametables' space? HOW??? 2. What mean...
- Mon May 17, 2021 6:57 am
- Forum: NESemdev
- Topic: Slight timing(?) issue
- Replies: 14
- Views: 4686
Re: Slight timing(?) issue
I have the same problem with scanline test, but no shaking.