Search found 223 matches

by za909
Thu Aug 09, 2018 10:17 am
Forum: NES Hardware and Flash Equipment
Topic: Triangle Channel is quieter than the rest on AV Famicom
Replies: 8
Views: 3585

Re: Triangle Channel is quieter than the rest on AV Famicom

I don't personally know about "8bit Power Music Final", but Kirby's Adventure uses DPCM samples that tend to leave the DAC level quite high, which reduces the volume of the triangle and noise channels. Maybe this was intentional because the game tends to use the triangle for non-bassline parts.
by za909
Wed Jun 13, 2018 4:05 pm
Forum: NES Music
Topic: How to properly calculate sampled duty cycles for the DPCM?
Replies: 16
Views: 15038

Re: How to properly calculate sampled duty cycles for the DP

If you are going for conserving space it is indeed the best solution, especially when you want to simultaneously do something unusual for an NES game. I once wrote a demo song that tries to sound "advanced" while only using the base hardware features, including a looped DPCM waveform made from an FM...
by za909
Mon Jun 11, 2018 4:03 pm
Forum: NES Music
Topic: How to properly calculate sampled duty cycles for the DPCM?
Replies: 16
Views: 15038

Re: How to properly calculate sampled duty cycles for the DP

An incredibly limited solution is to use a 0×16+1 byte sample to avoid the detuning to B major. Now you have a C major scale mapped to pitches 0-7 (8 continues with D' but then 9 gives you an F')
by za909
Thu Mar 29, 2018 3:40 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 19886

Re: PC Engine waveform channel updates

Ah, I only intend to update the waveform once per field at the fastest (up to 1254 cycles if all 6 channels had to be updated), so to me the biggest concern is whether the waveform step is reset to 0 when I update the waveform.
by za909
Wed Mar 28, 2018 4:22 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 19886

PC Engine waveform channel updates

I have recently taken interest in programming for the PC Engine/TG16. I've been meaning to do something interesting with the audio, so I tried regularly changing the waveforms to get more realistic instruments. https://www.youtube.com/watch?v=BI6so4w9mu8 Now based on what I read in the documentation...
by za909
Mon Feb 12, 2018 5:23 pm
Forum: NESdev
Topic: MMC5's Extended Attributes, some potential issues...
Replies: 24
Views: 6563

Re: MMC5's Extended Attributes, some potential issues...

I agree that sticking to certain limits does not necessary mean someone wants to "role-play". On the one hand, I'm also developing with a small cart in mind, but that's because I want it to be easy and cheap to build a real cart, and I also don't have a budget to hire someone to create graphics for ...
by za909
Sun Dec 24, 2017 3:59 am
Forum: NESdev
Topic: Any UnROM like mappers that support 512kb from NES heyday?
Replies: 11
Views: 3600

Re: Any UnROM like mappers that support 512kb from NES heyda

2.2.3 Should support oversized UNROM and BNROM games, I've noticed this problem too where the data above a certain threshold would be cut off, so my PCM demos looped way too early (Because Bank $10 was treated as Bank $00 and so on).
by za909
Wed Dec 13, 2017 2:47 pm
Forum: NES Music
Topic: Create 4-bit unsigned little endian PCM samples?
Replies: 26
Views: 12375

Re: "Ghostbusters!" PCM little help needed

I wonder if you could get better quality audio from that amount of space by making it a DPCM sample. Granted you'd have to move a lot of data around to put the sample past $C000, since you can't really rely on the DPCM unit's wrap behavior (Starting at $FFC0 will wrap back to $8000 instead of $C000 ...
by za909
Fri Dec 01, 2017 2:29 pm
Forum: NESdev International
Topic: Language: Dutch
Replies: 13
Views: 24311

Re: Language: Dutch

Hoi, en sorry dat ik net een necrobumpje veroorzaak, maar ik ben er erg benieuwd naar of er iemand uit België of Nederland nog actief is.
by za909
Fri Dec 01, 2017 1:46 pm
Forum: NESdev
Topic: Can you port NES music to SNES remakes of NES games?
Replies: 21
Views: 5806

Re: Can you port NES music to SNES remakes of NES games?

This is a good example of how low-pass it would get: https://www.youtube.com/watch?v=gyS5ymEURJw
by za909
Mon Nov 20, 2017 9:45 am
Forum: NESdev
Topic: Weird PPU writes
Replies: 8
Views: 3410

Re: Weird PPU writes

Misinterpreted documentation would make sense, there are similar cases for the APU, like in Ikari Warriors II, which plays RAW via $4011 but still sets up and starts the DPCM unit like during normal 1-bit delta playback. Or take some Capcom games that write $30 to $400C and then also a $07 to $4015,...
by za909
Sat Nov 18, 2017 4:43 am
Forum: NESdev
Topic: Procedural level generation on the NES?
Replies: 24
Views: 13933

Re: Procedural level generation on the NES?

If I end up having enough space at the end of development, I do plan on adding a randomized "Endless mode" (á la Megaman 9 and 10) to my game, and it pretty much requires no RAM at all. But that's because the entire thing runs on a timer that spawns sets of enemies from data in ROM, all I have to do...
by za909
Fri Nov 10, 2017 10:01 am
Forum: Other Retro Dev
Topic: Five extra PCM channels on the Genesis (YM2612)
Replies: 17
Views: 12606

Five extra PCM channels on the Genesis (YM2612)

I've always wanted to know if it was possible to use the 5 FM-only channels of the YM2612 chip to output PCM. For most chips this works by setting the channel in question to the highest possible frequency, and then the attenuation/volume register can serve as the output for the data. I wonder if thi...
by za909
Sat Nov 04, 2017 4:42 pm
Forum: NESdev
Topic: What's the fastest rate of repeated IRQ possible?
Replies: 26
Views: 6363

Re: What's the fastest rate of repeated IRQ possible?

I've tested the effect of the OAM DMA distortion with my FME-7 test ROM before. This exemplifies the worst possible distortion though where the output is delayed, since the sample is fetched from ROM inside the IRQ handler. But this could be solved as well by manually adjusting the vector after each...
by za909
Wed Nov 01, 2017 12:14 pm
Forum: NESdev
Topic: What's the fastest rate of repeated IRQ possible?
Replies: 26
Views: 6363

Re: What's the fastest rate of repeated IRQ possible?

My method probably has the highest sample rate possible without mapper IRQs. Depending on what you're going for, it can even do music fairly decently, but your best bet is to play something more orchestral: (This is without OAM DMAs) https://www.youtube.com/watch?v=mddZUUcu_fU I would be happy to he...