Search found 224 matches

by za909
Sun Dec 20, 2015 5:48 am
Forum: NES Music
Topic: Ultra Famitracker VRC7 Skills
Replies: 4
Views: 4279

Re: Ultra Famitracker VRC7 Skills

Most games with a lot of expansion audio channels are typically RPGs, or text adventure games. I don't know if processing the output for the extra channels takes that much CPU time, but with the VRC7 you need to waste cycles after every write, to wait for it to internally handle the write. At least ...
by za909
Fri Dec 11, 2015 2:14 pm
Forum: Newbie Help Center
Topic: Writing to $03f0
Replies: 11
Views: 3091

Re: Writing to $03f0

This is why I prefer to treat colors in my programs as 1 global background color + 8 3-color palettes. That way I avoid wasting memory (ROM and RAM) with non-existent or unrenderable colors. Can't you actually use those colors though if you have a scanline counter available to make one of those lin...
by za909
Mon Dec 07, 2015 2:50 pm
Forum: NES Music
Topic: PAL Frame Counter
Replies: 7
Views: 7282

PAL Frame Counter

I'd be interested to learn more about the timing of the frame counter in PAL units, especially how the IRQ functions. Does it happen less often than with the NTSC frame counter? Because if it doesn't, it could be useful to easily maintain the same resolution for an audio engine in both regions by us...
by za909
Sun Aug 23, 2015 12:02 pm
Forum: NES Graphics
Topic: Idea for cell-shaded FMV on the NES
Replies: 18
Views: 8640

Re: Idea for cell-shaded FMV on the NES

This looks really promising, and way more advanced than how the Bad Apple demo looked.
If the space becomes a huge issue I think an oversized BNROM comes to mind or something like that...
by za909
Sun Aug 23, 2015 5:06 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

It seems that I'm misinterpreting the entire process here... I could be close or really far here, and if I can't make it work I'll just have it as it is. Don't get, don't have it. So I have tried to set it up in numerous ways with the cycle wasting at different points: NMI: - At the start of NMI, la...
by za909
Fri Aug 21, 2015 3:41 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

Thanks, that got me somewhere, though the behavior seems to be different in every single emulator I tried. In fceuX I get the effect perfect (too perfect in fact because there is no jitter at all) but the measurement gives results all over the place. Even though I wait for line -1 , start the sample...
by za909
Fri Aug 21, 2015 2:32 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

Thanks, I got it to work, and the DMC IRQ as well (moved to the start of NMI after saving the registers), the thing is though, it seems to have a really instable timing to it, and I don't know if it is to be expected or I'm doing something incorrectly because there's a 0 to 3 scanline error up and d...
by za909
Wed Aug 19, 2015 1:07 pm
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

So I have to make this a bumped triple post... (at least it started a new page) But is it a good time to read the controller at the end of NMI (which is not using all its time anyway) ? I now use DMC IRQs for raster splits and I launch the sample at the prerender line, and disable the DMC during NMI...
by za909
Fri Jul 31, 2015 3:52 am
Forum: Newbie Help Center
Topic: Time Frame for Full Game Development
Replies: 23
Views: 6008

Re: Time Frame for Full Game Development

And this is exactly why I had to realise that whatever I was planning could not be taken seriously at all. I jumped into 6502 with almost no programming experience beforehand, and although I could get some things done it still doesn't change the fact that I'm not fast enough and I'm not wired for th...
by za909
Sat Jul 04, 2015 4:31 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

Better way to organize game loops? I've finally come up with a system I can make use of universally, but I'd be interested to hear what other ways there are (This post and answers to it could be split into a new thread actually, so if someone's looking for game loop systems it's an easier find or so...
by za909
Wed Jul 01, 2015 3:43 pm
Forum: NES Music
Topic: Messed up music in Shadow Warriors (European Ninja Gaiden)
Replies: 12
Views: 6994

Re: Messed up music in Shadow Warriors (European Ninja Gaide

There's clearly-unused bytes in Shadow Warriors from $FDC0-$FFBF. It tentatively feels to me like the least-invasive injection would be to shrink both the snare (512? bytes) and bd sample (256? bytes) by 128 bytes each and stuff them in the remaining free space. It might also be practical to resamp...
by za909
Tue Jun 30, 2015 11:23 am
Forum: General Stuff
Topic: Famicom Strider hardware
Replies: 12
Views: 2862

Re: Famicom Strider hardware

Thank you all for the answers, for the record I did not buy this, I received it as a gift because the previous holder didn't want it anymore... (maybe because it's a pirate copy) I just wanted to say this because I don't want to look like a complete jackass again. Sadly I can't check what's on this ...
by za909
Mon Jun 29, 2015 4:20 am
Forum: General Stuff
Topic: Famicom Strider hardware
Replies: 12
Views: 2862

Famicom Strider hardware

I've recently got a Famicom cart of Strider from a friend, and when I took the PCB out I was puzzled because it looks nothing like the NES board. Can someone identify the "unnamed" chip for me on the right?
Image
by za909
Fri Jun 26, 2015 5:15 am
Forum: Newbie Help Center
Topic: za909 "helpme" - thread
Replies: 43
Views: 10395

Re: za909 "helpme" - thread

So... I wanted to save an extra 32 bytes by using 1-byte looped DPCM ramps instead of the 17-byte unlooped ones, but I got a weird behavior, where the amplitude changes in APU2 didn't happen fast enough or something... is there really something different going on when the loop flag is set? Also, sin...
by za909
Wed Jun 17, 2015 1:07 pm
Forum: NES Music
Topic: Wavetable via $4011 is it possible?
Replies: 12
Views: 5212

Re: Wavetable via $4011 is it possible?

Yeah I see the problems with this, and so I made a 16-bit LFSR to produce noise, whose bit-depth and volume are configurable via an AND of the low 8 bits of the LFSR with a variable. Then I filled the NMI with enough NOPs to get a fully used up VBlank time, and there really was no audible effect on ...