Search found 87 matches

by gravelstudios
Sun Feb 17, 2019 8:50 am
Forum: NESemdev
Topic: DPCM/Controller Glitch emulation
Replies: 19
Views: 14527

DPCM/Controller Glitch emulation

Sorry if this was answered somewhere else already, but I looked and couldn't find it. Is there an emulator that correctly emulates the DPCM/Controller glitch? It seems that most people on here think highly of Mesen. Does that one? I normally test on FCEUX, and then on Everdrive periodically to make ...
by gravelstudios
Thu Feb 14, 2019 6:37 pm
Forum: Newbie Help Center
Topic: Scroll glitch while turning of PPU right after NMI
Replies: 8
Views: 6734

Re: Scroll glitch while turning of PPU right after NMI

Not to change the subject, but... NMI: (...) inc FrameCounter rti WaitForNMI: lda FrameCounter @loop: cmp FrameCounter beq @loop rts Tokumaru, when I saw this, I immediately put it into my current project. I was using a separate boolean to keep track of when my NMI routine was finished. It didn't oc...
by gravelstudios
Sun Feb 10, 2019 5:13 pm
Forum: NESdev
Topic: Flickering of different tiles within the same meta sprite
Replies: 19
Views: 12699

Re: Flickering of different tiles within the same meta sprit

The best solution would be if I could just choose the sprite slot for the next hardware sprite randomly. But apart from calling the randomizer each time, this might take time away when the array is almost full and you choose a slot and have to iterate through the array until you find an empty slot....
by gravelstudios
Sun Feb 10, 2019 10:37 am
Forum: Homebrew Projects
Topic: "City Trouble" ROM now available for free
Replies: 27
Views: 18439

Re: "City Trouble" ROM now available for free

I love the aesthetic. it reminds me of Kung Fu. I don't think that early NES look gets enough love.
by gravelstudios
Sun Feb 10, 2019 10:21 am
Forum: Newbie Help Center
Topic: Programming for The NES using anything other than ASM or C
Replies: 13
Views: 7614

Re: Programming for The NES using anything other than ASM or

For me, most of the pleasure I get from NES programming is learning to do things in assembly, and working within and around the hardware's limitations. If you're a programmer in another language, then learning assembly probably won't be that hard for you. if you are not a programmer at all, then may...
by gravelstudios
Sun Feb 10, 2019 7:58 am
Forum: NESdev
Topic: Flickering of different tiles within the same meta sprite
Replies: 19
Views: 12699

Re: Flickering of different tiles within the same meta sprit

In the game I'm working on, I set aside a variable for the index in my shadow OAM at $0200. I loop through each object and determine which animation 'cell' that object should be displaying on that frame. When I copy the sprite tile data from the ROM object tables to the shadow OAM in RAM, I don't re...
by gravelstudios
Sun Jan 27, 2019 12:46 pm
Forum: NES Music
Topic: DMC bias?
Replies: 4
Views: 7304

Re: DMC bias?

thank you both! this is exactly what I needed to know.
by gravelstudios
Sun Jan 27, 2019 11:29 am
Forum: NES Music
Topic: DMC bias?
Replies: 4
Views: 7304

Re: DMC bias?

OK, so I saw this on the Wiki: It is loaded with 0 on power-up, and can be updated by $4011 writes and delta-encoded sample playback. Is there a standard way to get from 0 to a nice neutral spot for the waveform to begin at? Should every sample begin with 8 bytes of $FF to get the output to the cent...
by gravelstudios
Sun Jan 27, 2019 11:18 am
Forum: NES Music
Topic: DMC bias?
Replies: 4
Views: 7304

DMC bias?

I want to thank everybody for the help I've been given so far. It's really appreciated. I have a question about how the DMC channel works that I can't find anywhere online. the DMC channel has a 7 bit output, so that's a range of 0 - 127. a 1 in the data stream means the next sample is one higher, a...
by gravelstudios
Sun Jan 27, 2019 8:49 am
Forum: NES Music
Topic: The Well-Tempered NES
Replies: 11
Views: 10759

Re: The Well-Tempered NES

I can see why DMC is usually used for percussion and other non-pitched sounds.
by gravelstudios
Sat Jan 26, 2019 4:16 pm
Forum: NES Music
Topic: The Well-Tempered NES
Replies: 11
Views: 10759

Re: The Well-Tempered NES

I actually searched a wider space than that, but those were just the values that happened to be in the program when I copied and pasted it. When I ran the program initially I started testing between 3000 and 1000. there were a few data sets with slightly better variance, but they tended to start at ...
by gravelstudios
Sat Jan 26, 2019 7:49 am
Forum: NES Music
Topic: The Well-Tempered NES
Replies: 11
Views: 10759

Re: The Well-Tempered NES

You're right, I just have to subtract 1. Thanks, that was simpler than I thought it would be. Here is the revised table: .dw $07F5, $0783, $0717, $06B1, $0651, $05F6, $05A0, $054F, $0503, $04BB, $0477, $0437 .dw $03FA, $03C1, $038B, $0358, $0328, $02FA, $02D0, $02A7, $0281, $025D, $023B, $021B .dw $...
by gravelstudios
Fri Jan 25, 2019 6:46 pm
Forum: NES Music
Topic: The Well-Tempered NES
Replies: 11
Views: 10759

Re: The Well-Tempered NES

The relationship of pitch values for the NES tables have an inherent +1 on the period. You can't just divide by an interval and round to the nearest whole number to produce that interval, you need a +1 before, and a -1 after. I didn't realize this detail. I may look into how I could accommodate this.
by gravelstudios
Fri Jan 25, 2019 3:45 pm
Forum: NES Music
Topic: The Well-Tempered NES
Replies: 11
Views: 10759

The Well-Tempered NES

for my first game, I used the table found at https://wiki.nesdev.com/w/index.php/APU_period_table . To my ear though some of the intervals in it seem really out of tune. I wondered if I could create a pitch table that is more in tune with itself. Some things I considered: 1. I don't care if it's bas...
by gravelstudios
Sun Oct 14, 2018 11:34 am
Forum: NESdev
Topic: chr file with tile numbers
Replies: 6
Views: 5829

Re: chr file with tile numbers

Thank you all for your feedback. It works well enough for my purposes right now, but maybe in the future I'll try some different things with it.