33

(45 replies, posted in Nintendo Consoles)

New update!

RJDMC v0.30

It's been awhile since I've officially updated this, so there are a lot of changes (especially behind-the-scenes).

-Memory use is cut way down (for large files)
-Bit Crushing is implemented (0 is off, 1-19 is varying degrees of bits flipped, and 20 is an inverted waveform).
-Volume control is implemented (volume for the input wave is changed by x%).
-Zoom is implemented on the waveform view--unfortunately it only zooms to the middle now.
-You can highlight parts of the wave in the waveform view but it doesn't do anything. tongue
-Pitch control is done, and playback is at least pretty close to how the NES would handle it, though not exact.
-Opening DMC files is possible now, and you can edit them just like .wav files.
-Several bugs were fixed, most of which most people wouldn't notice big_smile

Again, if there are problems, post here or e-mail me with them.  Thanks!

PS- if you get .net errors, chances are that you need to install the latest version of .net smile

34

(12 replies, posted in General Discussion)

http://4x86.com/grunf-s.zip

35

(45 replies, posted in Nintendo Consoles)

I am using SSRC

36

(45 replies, posted in Nintendo Consoles)

New version of RJDMC (yep, calling it that)! Version 0.05

You can get the new version here.

Changes from 0.01

-Changed name to "RJDMC"
-Any .wav input rate is supported and properly conveted to 33144hz
-Drag 'n' Drop is supported
-Added an Edit->Preferences menu for batch processing
-Allowed opening multiple files for batch processing
-Multiple .wav output rates

Batch Processing: If you want to process more than one file at once, first go to edit-> preferences and choose your output method (this will not work in "manual" mode as that expects one at a time).  After selecting an option (and a .wav output rate for .WAV output if you want), either drag/drop multiple files onto the application or use the File->Open dialog and select multiple .wav files.  They will automatically be created in the same folder as the input files with either "<inputname>.dmc" for DMC output or "<inputname>D.wav" for .WAV output.

37

(45 replies, posted in Nintendo Consoles)

Emar wrote:

Whenever i attempt to load a .wav i get this pop up before explorer even kicks into gear.....

Im using vista ATM will try XP later

Ah, you need at least the .net framework version 3.5 :X

you can get that here at microsoft's site

38

(45 replies, posted in Nintendo Consoles)

It's written in VB.net so no OSX indeed.  I will release the source in like 3 months, whenever my project is done smile

39

(45 replies, posted in Nintendo Consoles)

UPDATE: Latest release: RJDMC v1.4

1.4 public

- You can now associate DMC files with RJDMC for double-clicking
- Fixed issues with window order when double clicking files
- Added new program icon
- Added .dmc file icon
- Got rid of adding proper 16+1 byte lengths at end of files
- RJDMC no longer crashes if you open a file that's already open somewhere else.
- RJDMC tells you when you have a text output that's too large for Famitracker to import.
- Writing a .txt file for FT to import will now overwrite existing files with the same name.

1.3 public

- Added the ability to save larger DPCMs as famitracker-importable text files.

1.2 public

- "Tilt" values can be negative now.
- All non-text areas become active when moused over.
- Saving .dmc and .wav files correctly shows the current filename.
- SSRC is now included in the RJDMC executable, so no need to have it in its own folder.

1.1 public

- .wav opening fixes

1.041 private

- Fixed cut/copy/paste/trim/delete so that they no longer crash if the file is too small (one sample)


1.04 public

- Added tilt feature
- Fixed a bug where hitting revert crashes program before a .wav is loaded
- Fixed several bugs with tilt

v1.03 public

- Minimizing the window when a .wav file is open no longer crashes RJDMC

--------------------------------------

I'm doing this for my senior project in school, so I will be releasing new updates to this program weekly.  The premise of this program is that it is a DMC converter that has a UI and several options.  It has no name yet sad

Description-

Converts a PCM .wav (16 or 8-bit, stereo or mono) to DMC format.  Only waves above 33144hz will work properly--others will play too fast.  If you have a 22khz wave you want to play, convert it to 44khz (or if possible, 33144hz) in some other program first.  My program converts the sample rate for larger-than-33144 rates but it does a dirty job of it, so the cleanest sound will probably result from you putting it at 33144.

You can also convert a PCM .wav to another PCM .wav approximation of the DPCM.  This is useful for people who make .it/xm/s3m files and want to have dpcm samples that sound like a NES's would.  You can also just load full songs into this to play around (warning, large filesizes take awhile).

Compressed .wav formats are not supported, and they will not be in the future most likely.  This includes ADPCM, uLaw, etc.

you can get it here.

Future features:
-<33144hz conversion
-multiple quality/pitch settings
-Graphical DMC wave display (directly editable, copy/cut/paste)
-Preview for the current DMC wav at given frequency
-The ability to chop up large wav files so they can be played back as DMCs on the NES
-Drag 'n Drop functionality
-additional filters
-bit crushing

and a bunch of other stuff that I don't really want to list yet smile


----------------

If you find any bugs with a .wav file (for example, if a .wav causes it to crash or if it's PCM and it whines that this is not a wave file), send me the .wav with a description of what went wrong at rushjet1 (at) 4x86 (dot) com.

40

(224 replies, posted in Nintendo Consoles)

Lazerbeat wrote:

some insanity

now i get to ask neil this:

can we have a version of pulsar that can hook up to other NESes through the controller port to sync, and have each one output 7-bit PCM audio with the DPCM channel?  This way we can have a system that plays XM files with effects, up to 32 channels at 32Khz (one channel per NES).  Totally doable.  Have each NES plug into another from its controller 1 port to the other's 2 port and make a ring.

this is a totally great idea, way better than using a pc

41

(147 replies, posted in Nintendo Consoles)

blargg wrote:

Slight update to shape selection. The current bank isn't changed unless you hold B and press Select. It was resetting to the first one whenever you released B then held it again. Now if you hold B, you still select from the currently visible bank with U/D/L/R. You can still count Select presses since you started holding B to determine which bank you're on, allowing "blind" operation with a predictable outcome.

blargg_litewall_10.zip

Also, when making shapes, you probably want to make them as filled as possible, otherwise the image comes out darker. Some of the ones here are inverse, which is the best approach to keeping it bright.

can you place them so that there is no vertical space between blocks?  That'd be neat if possible!

edit:

a more sheepy sheep:

baaaa

42

(147 replies, posted in Nintendo Consoles)

I looks pretty good.. it'd be better if there weren't horizontal gaps, but you can't do anything about that.

firebrandboy wrote:

:*-(
This thread is mutual masturbation (and I'm the only one playing with myself).

I LOEV U FIREBRAENDBOI             



Try using this.  Is there still a pixel or two between the images if they're 24x24? If not, this would look cooler big_smile

Dauragon wrote:

2d doesn't automatically = small enough file size for a DS game.

I mean have you seen it? That shit looks crisp as fuck. It would look like garbage on the DS, honesty.

but come on, at least make your not-high-res pixellated game for wiiware.  reach the largest amount of people that way (people like me, who only have a wii and regret it a lot).

46

(6 replies, posted in Nintendo Handhelds)

more like death day

you know, like the death of good music



...... i am only kind of kidding sad

47

(63 replies, posted in Nintendo Handhelds)

tacticalbread wrote:

The Jurassic Park soundtrack is great.

Love the use of arpeggios in this song.

wait what, this song? tongue

48

(63 replies, posted in Nintendo Handhelds)

If you want something that sounds like the SID, http://gbs.hcs64.com/s/Spider-Man%20(GB … ision).zip takes the damn cake so hard... especially the spider-man theme itself.