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 Post subject: Re: More NSF Requests
PostPosted: Thu Jun 22, 2017 2:00 am 
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Rahsennor wrote:
Karmic wrote:
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.

Thank you, good sir! I've been waiting for a proper rip of this game.

Now if I could just figure out why it plays way too fast in my NSF player... and only my NSF player. It does the same thing on your Skate Or Die 2 rip. What are you using for timing?

It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.


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 Post subject: Re: More NSF Requests
PostPosted: Thu Jun 22, 2017 2:03 am 
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Karmic wrote:
It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.

Whoa, that was fast! I assume you mean polling the IRQ flag, AKA the Deflemask trick?


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 Post subject: Re: More NSF Requests
PostPosted: Thu Jun 22, 2017 2:05 am 
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Rahsennor wrote:
Karmic wrote:
It's the typical trick where APU frame IRQs are used to simulate the 60Hz PPU frame NMI. Both use non-returning play.

Whoa, that was fast! I assume you mean polling the IRQ flag, AKA the Deflemask trick?

Yep. It's unfortunately the only real way to do this kind of timing with the limitations of NSF.


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 Post subject: Re: More NSF Requests
PostPosted: Thu Jun 22, 2017 2:08 am 
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Karmic wrote:
Yep. It's unfortunately the only real way to do this kind of timing with the limitations of NSF.

Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.

Thanks for the ultra-speedy answers.


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 Post subject: Re: More NSF Requests
PostPosted: Thu Jun 22, 2017 2:13 am 
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Rahsennor wrote:
Karmic wrote:
The 100% complete rip of Battletoads, with the PCM title and victory tunes, pause tune, sfx, and PCM sfx.

Thank you, good sir! I've been waiting for a proper rip of this game.

Now if I could just figure out why it plays way too fast in my NSF player... and only my NSF player. It does the same thing on your Skate Or Die 2 rip. What are you using for timing on the PCM tracks?

It uses the "deflemask" technique of disabling IRQ and polling $4015 for the frame counter's IRQ flag.

Anyhow, yeah I'm also glad to see this! I wanted to do this very thing for a long time, but it was never high enough on my priorities to get it done. Thank you!


Edit: whoops, missed the last page, you've already discussed it.


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 Post subject: Re: More NSF Requests
PostPosted: Fri Jun 23, 2017 5:45 pm 
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Great job, especially because now we can listen to the samples without any NMI or OAM DMA cutting into the sound like in-game.


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 Post subject: Re: More NSF Requests
PostPosted: Fri Jun 23, 2017 10:57 pm 
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Rahsennor wrote:
Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.


Definitely seems buggy that these two NSFs rips — Skate or Die 2 and Battletoads — don't work as intended in a more complete implementation of the APU, but work when turning off a few lines of code for 4017 and the frame counter, lines needed for the test ROMs to pass. (I added an option in my emulator to get them to work by doing just that— turning off those lines.) They work in FCEUX because its APU has never been updated for authentic frame timing.

However, the battletoadsdoubledragon_pcm NSF works with the more complete APU.


Last edited by ap9 on Sat Jun 24, 2017 10:55 pm, edited 1 time in total.

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 Post subject: Re: More NSF Requests
PostPosted: Sat Jun 24, 2017 12:59 am 
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ap9 wrote:
Rahsennor wrote:
Well drat. I pass all the test ROMs for the IRQ flag so it looks like this one's going to be a headache.


Definitely seems buggy that these two NSFs rips — Skate or Die 2 and Battletoads — don't work as intended in a more complete implementation of the APU, but work when turning off a few lines of code for 4017 and the frame counter, lines needed for the test ROMs to pass. (I added an option in my emulator to get them to work by doing just that— turning off those lines.) They work in FCEUX because its APU has never been updated for authentic frame timing.

However, the battletoadsdoubledragon_pcm NSF works with the more complete APU.

You're right. I didn't know the APU frame-flag was set thrice in a row :p

Fixed to acknowledge this, it works fine in Nintendulator now at least.


Attachments:
Skate or Die 2.nsf [113.86 KiB]
Downloaded 59 times
Battletoads.nsf [31.56 KiB]
Downloaded 66 times
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 Post subject: Re: More NSF Requests
PostPosted: Sat Jun 24, 2017 1:31 am 
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Much better in repeat, but still not quite fixed. If you restart track 1 of Battletoads repeatedly you'll find the timing wobbles a bit with each playback, sometimes by quite a lot.

Could still be a bug in my player, of course.

(Also ap9 that's me you quoted not Karmic.)


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 Post subject: Re: More NSF Requests
PostPosted: Sat Jun 24, 2017 10:53 pm 
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Rahsennor wrote:
Much better in repeat, but still not quite fixed. If you restart track 1 of Battletoads repeatedly you'll find the timing wobbles a bit with each playback, sometimes by quite a lot.


Yeah, the timing/tempo is slightly inconsistent (in Nintendulator, but fine in others). An improvement nonetheless. :)

Rahsennor wrote:
(Also ap9 that's me you quoted not Karmic.)


My reply post began one quote in another, and I deleted the wrong element. My bad.


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 Post subject: Re: More NSF Requests
PostPosted: Sun Jun 25, 2017 1:27 pm 
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i think the timing is off somehow in that blood of jurassic .nsf...if you listen to track 5, the dpcm channel is, well i dunno how to explain it really, but theres some sort of drift going on, even after one rep through...maybe its a pal/ntsc issue or something? im not sure, but you can hear that it doesnt sync up with the tridrops in the song..i havent listened to enough of it to be able to say if it affects other tracks or not, but maybe someone can confirm this, or that its supposed to do this? ahaha, i donno.


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 Post subject: Re: More NSF Requests
PostPosted: Mon Jun 26, 2017 5:53 pm 
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Ripped the PCM samples for this.


Attachments:
Mahjong Club - Nagatacho Sousaisen (SFX).nsf [288.13 KiB]
Downloaded 54 times

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 Post subject: Re: More NSF Requests
PostPosted: Mon Jun 26, 2017 5:56 pm 
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A generic SFX rerip.


Attachments:
Star Trek - The Next Generation (SFX).nsf [16.14 KiB]
Downloaded 48 times

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 Post subject: Re: More NSF Requests
PostPosted: Mon Jun 26, 2017 11:04 pm 
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Added SFX and jingles to this one.


Attachments:
Chuck Yeager's Fighter Combat (SFX).nsf [32.08 KiB]
Downloaded 50 times

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 Post subject: Re: More NSF Requests
PostPosted: Tue Jun 27, 2017 12:42 am 
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Mahjong Club - Nagatacho Sousaisen (SFX) crashes or winds up at a bad address when a PCM sound effect completes. (Some players handle it better.)


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