Search found 22205 matches

by tepples
Wed May 12, 2021 7:42 am
Forum: Newbie Help Center
Topic: Famitracker NSF Driver not working
Replies: 3
Views: 225

Re: Famitracker NSF Driver not working

"Export Text" is still in FamiTracker 0.4.6, j0CC-FamiTracker 0.6.1, and current Dn-FamiTracker.
by tepples
Mon May 10, 2021 8:51 am
Forum: Newbie Help Center
Topic: Can i use BIT $2007 to increment the PPU pointer and not write anything?
Replies: 5
Views: 785

Re: Can i use BIT $2007 to increment the PPU pointer and not write anything?

$4017 write is APU frame IRQs. $4017 read is player 2. No conflict. It's like most mappers: $8000-$FFFF read is ROM, whereas $8000-$FFFF write is mapper commands.
by tepples
Sat May 08, 2021 9:41 am
Forum: NESemdev
Topic: My emu vs. Nintendulator: branch cycles
Replies: 12
Views: 523

Re: My emu vs. Nintendulator: branch cycles

You make a good point about how my wording about zero page indexed was confusing.
by tepples
Sat May 08, 2021 9:24 am
Forum: Newbie Help Center
Topic: My cart runs differently in different emulators
Replies: 63
Views: 3001

Re: My cart runs differently in different emulators

All games, whether they use CHR ROM or CHR RAM, need to assemble structures larger than 8x8 pixels from data in PRG ROM. The difference lies in how the 8x8-pixel pieces themselves, called "tiles" or "characters", are stored. CHR ROM means that sets of 64, 128, 256, or 512 tiles are stored fully asse...
by tepples
Sat May 08, 2021 8:27 am
Forum: NESemdev
Topic: My emu vs. Nintendulator: branch cycles
Replies: 12
Views: 523

Re: My emu vs. Nintendulator: branch cycles

One trick that helps me remember things like this is understanding how different behaviors are special cases of the same general rule. The rule for page crossing penalties on the 6502 is that a penalty happens when the upper byte (bits 15-8) of the base address differs from the upper byte of the eff...
by tepples
Wed May 05, 2021 5:53 pm
Forum: NES Music
Topic: What's the most common way to implement vibrato?
Replies: 16
Views: 1386

Re: What's the most common way to implement vibrato?

The FamiTracker driver is fairly large in ROM and RAM size. You'd also need to add some layer on top to make sound effects. There are other drivers that are smaller and better suited to games in general, such as Pently, FamiTone2, FamiTone4, and GGSound. All have available tools to convert the text ...
by tepples
Wed May 05, 2021 5:35 am
Forum: Other Retro Dev
Topic: Overdrive 2 scene by scene
Replies: 6
Views: 5810

Re: Overdrive 2 scene by scene

Sik says 0:33 works more like the game Yoomp! for the Atari XL/XE (video).
by tepples
Wed May 05, 2021 5:28 am
Forum: Other Retro Dev
Topic: Megadrive soundtracks that explicitly use the ability to tune each operator independently
Replies: 6
Views: 691

Re: Megadrive soundtracks that explicitly use the ability to tune each operator independently

Sik says devs in Japan called ch3 free frequency mode "sound effect mode", which is why Streets of Rage uses channel 3 for all its sound effects. Flygon mentioned parts of Devilish for Genesis as well as the town theme in Champions of Krynn for PC-9801 ( oscilloscope video ) and parts of Grounseed f...
by tepples
Mon May 03, 2021 10:05 pm
Forum: Other Retro Dev
Topic: NDS Cartridge ROM specs
Replies: 46
Views: 21868

Re: NDS Cartridge ROM specs

During the heyday of DS homebrew, ds.gba and .sc.nds were the common suffixes for PassMe ROMs, the latter used especially with the SLOT-2 SuperCard CF and SD adapters. Be careful with ds.gba , as the user would expect "Sounds.gba" to run as a GBA ROM. If you're automatically detecting these, I'd sug...
by tepples
Sun May 02, 2021 8:09 pm
Forum: Newbie Help Center
Topic: My cart runs differently in different emulators
Replies: 63
Views: 3001

Re: My cart runs differently in different emulators

lidnariq wrote:
Sun May 02, 2021 7:23 pm
Why are you using mapper 24?
A guess based on "plays a little tune" in OP: Mapper 24 and mapper 26 are the only iNES mappers that offer VRC6 audio.
by tepples
Sun May 02, 2021 2:02 pm
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 31
Views: 14035

Re: Using slow ROM for new games?

Yield for 11 MHz-binned 65816 cores in fourth quarter 1990, when the console first came out, probably wouldn't have been that good anyway. It was a bit different situation by first quarter 1996 when the two big SA1 games ( Super Mario RPG and Kirby Super Star ) were released in Japan, as Moore's law...
by tepples
Sun May 02, 2021 1:53 pm
Forum: SNESdev
Topic: Formulas for mode 7 parameters
Replies: 2
Views: 820

Re: Formulas for mode 7 parameters

This one compensates for the half-scanline vertical offset in every second field of an interlaced signal. // If you thought 480i was just for Dreamcast and later, think again. // bottomfield=1 moves everything up by half a scanline, // adding precision for the bottom field of an interlaced signal Ta...
by tepples
Sun May 02, 2021 1:41 pm
Forum: SNESdev
Topic: Formulas for mode 7 parameters
Replies: 2
Views: 820

Formulas for mode 7 parameters

NovaSquirrel made a JavaScript tool to preview the result of background mode 7. The user types in a formula to generate the rot/scale parameters for each scanline, and it emulates a PPU receiving those parameters through HDMA. Live web version: http://t.novasquirrel.com/test/mode7/ Source code repos...
by tepples
Sun May 02, 2021 9:43 am
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 31
Views: 14035

Re: Using slow ROM for new games?

Early 65816 CPUs had problems with sep and rep at high speeds, with signals not propagating to the rest of the chip on time. It was 1992 when someone at Sanyo figured out how to make the 65816 reliable past 4 MHz.