Search found 226 matches

by za909
Fri May 13, 2016 4:26 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10673

Re: za909 "helpme" - thread

Yes I'm mostly worried about problems that could arise due to these 1-frame delays, like things phasing through other objects. The background collision is handled very primitively (just a pair of Y coordinates for each stage the player is not allowed to cross) so I only need to do object vs. object ...
by za909
Thu May 12, 2016 2:00 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10673

Re: za909 "helpme" - thread

I've dug up this thread to avoid cluttering the forum more. I'm currently at the point where I need to run the AI of my objects. There are 32 slots for objects, and there is an automated system before this to spawn objects on a timer, with conditional spawns and other "effects" similar to a music en...
by za909
Mon May 09, 2016 11:01 am
Forum: NES Music
Topic: $4011 writes and DPCM together
Replies: 5
Views: 4044

$4011 writes and DPCM together

Hey, I have this little question, I would like to add a little extra punch to my percussion but since I'm already using the DMC for raster effects, the only thing I can think of is setting the level via $4011 and since I'm always playing 0 bits with the DMC, it would make a pop sound and then recove...
by za909
Fri May 06, 2016 9:44 am
Forum: NESdev
Topic: Parallax scrolling
Replies: 31
Views: 8295

Re: Parallax scrolling

That's the kind of agony I feel when I read comments like "the NES has 8 bits of memory". But to actually contribute something to the topic, it's clear that CHR-ROM has a clear advantage when you need lots of tiles swapped quickly, or have multiple tilesets available per frame, but other than that...?
by za909
Thu Apr 28, 2016 11:29 am
Forum: NESdev
Topic: Reasonable implementation of PCM
Replies: 20
Views: 7119

Re: Reasonable implementation of PCM

I'm trying to figure out what would be a good container format that compromises between quality and easy, realtively fast decompresson. From what I can tell it's a reoccurring thing in the sample data to have the same value multiple times in succession, so an RLE compression format could definitely ...
by za909
Sat Apr 23, 2016 3:40 pm
Forum: NES Graphics
Topic: 2nd attempt: Isometric excercises
Replies: 33
Views: 18272

Re: 2nd attempt: Isometric excercises

It looks wonderful as it is, but imagine the background tiles being bankswitched as you move to give a faux parallax scrolling effect... that would be costly (eight 1k banks), but even more spectacular looking!
by za909
Sun Apr 03, 2016 9:11 pm
Forum: NES Hardware and Flash Equipment
Topic: Any new ways to overclock NES without changing sound pitch?
Replies: 17
Views: 5815

Re: Any new ways to overclock NES without changing sound pit

At least if you played Lagrange Point it would mostly sound ok because it has it own on-board clock for the FM synth. I've tried it with a friend using an audio modded PAL NES and that worked like a charm. So if you can accept sped up crappy percussion that could work.
by za909
Fri Apr 01, 2016 1:09 pm
Forum: NES Music
Topic: Pently: a flexible, space-efficient NES music player
Replies: 94
Views: 124232

Re: Pently music player is coming

Oh I see, well of course I would be the last person trying to wave a flag and bitch about why something is not being developed further instantly, I've got a lot of time to do it as well from what I can tell so I don't depend on anything here, if necessary I'll go with the text version. If needed eve...
by za909
Fri Apr 01, 2016 11:36 am
Forum: NES Music
Topic: Pently: a flexible, space-efficient NES music player
Replies: 94
Views: 124232

Re: Pently music player is coming

Is it possible to create a comprehensive guide that tells what can and cannot be when someone is composing music for Pently in Famitracker? (Also, I assume this is based on the current official stable build, though the 0CC fork has effects that equate Pently effects a lot better, like grace notes wi...
by za909
Wed Mar 30, 2016 1:55 am
Forum: NESdev
Topic: Reasonable implementation of PCM
Replies: 20
Views: 7119

Re: Reasonable implementation of PCM

I only decided to bust out the FME-7 because it had everything I needed for a quick test, but for a complete sampled soundtrack a custom variant of either the FME-7 , the VRC3 or something similar would be the most optimal. The biggest issue is having enough space to do it, and giving up a lot of VB...
by za909
Tue Mar 29, 2016 3:55 pm
Forum: General Stuff
Topic: Emulator Hater Club (Backlash at Wii U emulator)
Replies: 5
Views: 2183

Re: Emulator Hater Club (Backlash at Wii U emulator)

And this is exactly why I stick to pre-7th generation systems. At least it's slightly better when PC games lose online support because there might be easy ways to solve the problem with VPN software or something else.
by za909
Tue Mar 29, 2016 1:36 pm
Forum: Homebrew Projects
Topic: Very simple sprite field project.
Replies: 1
Views: 2168

Re: Very simple sprite field project.

I like the rapid palette changes to create in-between shades.
This sort of thing could also be useful to test movement code.
by za909
Tue Mar 29, 2016 2:59 am
Forum: NESdev
Topic: Reasonable implementation of PCM
Replies: 20
Views: 7119

Re: Reasonable implementation of PCM

Yes, the point is to create high-quality sound without any audio expansion mappers, as that would exclude all non-modded NES systems. But as far as custom mappers go, at that point using a microcontroller with its own ROM would be even better. The bottleneck is a stock 2A03/2A07. The controller woul...
by za909
Mon Mar 21, 2016 3:39 pm
Forum: NESdev
Topic: Reasonable implementation of PCM
Replies: 20
Views: 7119

Reasonable implementation of PCM

For a few months now, it's been on my mind to find some way of playing non-Delta sampled sound while also being able to run a game. I have arrived at a couple possible obstacles, some of them being easier to overcome than others: You absolutely need: - A cycle-based IRQ counter - Lots of space - An ...
by za909
Sat Mar 12, 2016 3:43 am
Forum: Newbie Help Center
Topic: ASM6 Illegal Instruction?
Replies: 8
Views: 2583

Re: ASM6 Illegal Instruction?

Yeah, looks like it, because sometimes I took out the basic windows notepad to make quick modifications instead of having to run Notepad++ for everything and the encoding has changed... So I'll just have to re-save those source files and that's it. Thank you!