Search found 87 matches
- 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 ...
- 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...
- 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....
- 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.
- 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...
- 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...
Re: DMC bias?
thank you both! this is exactly what I needed to know.
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...
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...
- 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.
- 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 ...
- 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 $...
- 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.
- 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...
- 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.