Need help with MMC5 PCM

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

Moderator: Moderators

User avatar
Posts: 8039
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada

Re: Need help with MMC5 PCM

Post by rainwarrior » Mon Mar 04, 2013 2:37 pm

Well, aside from the interrupt feature, it can still save a store in a straight playback loop. Though, a sample loop shouldn't be shorter than ~40 cycles anyway (44kHz), and is probably much longer since ROM space is at a premium. ~200 cycle (8kHz) sample loops are probably more common. One store cut out of a 200 cycle loop doesn't seem like much of a savings, does it.

Here are two things the MMC5 PCM can do that the APU can't:

1. 8-bit instead of 7-bit PCM playback.

2. Able to use APU DPCM at the same time as PCM.

I don't think either of these are particularly compelling reasons to use it. In practice it was used only in one game, which could easily have used the APU instead (i.e. voice clips that halt gameplay, and they still sound like poop anyway).

Posts: 462
Joined: Fri Mar 01, 2013 4:46 am

Re: Need help with MMC5 PCM

Post by infidelity » Mon Mar 04, 2013 8:28 pm

Just wanted to say, with the help of kuja killer, we were able to swap out $C000-FFFF, and I made it so links flying sword dpcm is loaded from the new bank, while the other dpcms are still able to be loaded from the original bank.

Post Reply