oh this is great!
and the artwork rocks as well! :]
17 Jan 28, 2019 11:11 pm
Re: System Beeps - a PC Speaker music album (6 replies, posted in Releases)
18 Dec 22, 2018 7:05 am
Topic: Famicompo PICO 4 (0 replies, posted in Nintendo Consoles)
It's here!
https://famitracker.org/fcp4/
20 Nov 8, 2018 5:25 am
Re: Assembly/Differences in .NSF Files (7 replies, posted in Nintendo Consoles)
looks like i will need to do some bank switching since bytes $75-$77 are non-zero values
You might need to use this then: https://wiki.nesdev.com/w/index.php/INES_Mapper_031
I appreciate all the help, and I will use this information in order to (hopefully) get something working in the near future.
Thanks!
No problem! :]
Let me know how everytinhg turns out!
21 Nov 8, 2018 1:02 am
Re: Assembly/Differences in .NSF Files (7 replies, posted in Nintendo Consoles)
how do I determine that the load address is not $8000? Do I simply look for where the bulk of the hex data (song data) is? In my case, the largest chunk of the data IS located at address $8080 (with $8000 being the beginning of the file)
Oh, don't confuse the offsets inside the file (where the song data always starts at byte $80) with the memory layout of the NES. It's possible Deflemask actually does this (have load=$8080), but I don't use it so I'm not sure.
Your data would be located at $8080 if and only if bytes 8 and 9 of the .NSF header are $80.
Also, don't include the first 128 bytes from the .NSF, that's the header. It's metadata and it doesn't belong in the final .NES file.
(Ok, side note here: if the load address is indeed $8080, you could load the entire .nsf file at $8000 and the song data would in fact then be at $8080, because it would be shifted by the size of the header data, so some programs might even do that on purpose, but it's ugly and somewhat confusing! Just read the addresses from the header and then throw the header away. I know, it might take a bit of wrapping your head around all this)
Here's a quick and dirty diagram:
(I've made a test .nsf that is shown there, but the principle is always the same)
Don't worry about $70-$77, just check it's all zeroes (that means no bankswitching). If it's not all zeroes however, you're not gonna be able to use the simple playback method from the nerdtracker example.
Oh, and you can also ask in the nesdev forums, or in the famitracker.org discord (while this discord server is mainly for famitracker users, there are definitely people who know NES programming and might be willing to help, in the #development channel!).
22 Nov 7, 2018 2:10 am
Re: Assembly/Differences in .NSF Files (7 replies, posted in Nintendo Consoles)
Oh, and to answer your question, each tracker has its own driver code. The FamiTracker NSF driver is even open source, so you can take a peek if you're curious. Games typically include drivers at the source level, NSF was meant more as a format to rip game music to originally.
23 Nov 7, 2018 2:01 am
Re: Assembly/Differences in .NSF Files (7 replies, posted in Nintendo Consoles)
NSF files can (and do!) have different load/init/play addresses. Take a look here: https://wiki.nesdev.com/w/index.php/NSF.
Download a hex editor if you don't have one, it's invaluable for quickly looking inside .NSFs (I use XVI32 personally). Definitely check you're not playing a bankswitched NSF, that's way more complicated that this example you've posted can handle (to the point of requiring custom hardware).
For non-bankswitched NSFs, this should work. If the load address is not $8000, change the
.org $8000
before
.incbin
Also modify the init and play constants and you should be set!
(I dunno why the code defines the load address and then just hardcodes it, oh well)
Good luck! :]
EDIT: Don't forget to strip the header from the .NSF before including it!
24 Sep 27, 2018 10:10 pm
Re: A new videoclip NES / FamiCom. :-P (2 replies, posted in Releases)
nice!
love the music as well, obviously :]
25 May 3, 2018 4:55 am
Topic: Reality Adlib Tracker 2 released! (15 replies, posted in Other Vintage Computers & Consoles)
There is a new version of Reality Adlib Tracker!
From the announcement:
RAD 2 has the following features:
OPL2 and OPL3 FM support
Up to 127 separate instruments (up from 31 in RAD 1.1)
Up to 100 separate patterns (up from 32 in RAD 1.1)
Up to 128 patterns in the order
9 channels
Compact tune file size (even smaller than RAD 1.1)
Innovative "riff" system
MIDI support
Export to WAV feature
Easy to use
Notably, it has 4op / stereo support, so if you liked the workflow of the original but missed some OPL3 features, this might be for you!
26 Mar 12, 2018 9:40 am
Re: Survey About Chiptune! (8 replies, posted in General Discussion)
Filled it out, feel free to PM as well :]
27 Nov 17, 2017 7:41 am
Re: 4mat - fmx music demo (11 replies, posted in Releases)
Good job, sounds great!
28 Sep 18, 2017 6:34 am
Re: Son of A Bit! - Not So DnB LSDJ Tracks (4 replies, posted in Releases)
Hey, nice! Tonari No Toretto is my favorite. Keep it up!
And yeah, awesome cover art as well :]
29 Aug 22, 2017 11:51 am
Re: TRASH80 - THEIA (7 replies, posted in Releases)
Ok, so I've been listening to this all day. I'm so fkn happy this exists! Easily my favorite release of 2017 so far. Now if you'll excuse me, I need to recommend this to everyone in sight :]
30 Aug 21, 2017 10:22 pm
Re: TRASH80 - THEIA (7 replies, posted in Releases)
Great stuff!
Thanks for posting, I love the Icarus EP but I've got a feeling this will be a new favorite :]
The cover art is very nice as well!
31 Aug 4, 2017 9:23 am
Re: Finding a way to emulate NES DPMC samples (4 replies, posted in Nintendo Consoles)
PM'd
32 Jul 10, 2017 10:33 pm
Re: I've made a new game (and it's got some chiptunes in it) (5 replies, posted in General Discussion)
This looks really cool. Was audiosurf an inspiration by any chance? Loved that game
Sure was! I played a lot of it as well :]
The original idea came from my friend, who looked at this video and said it would make for a good game (not really saying what kind of game though):
I immediately thought of the basic idea for the game, made a quick prototype and since it was fun, decided to finish it.
In fact, the original (desktop) version was written in C# and is actually a heavily modified version of the program I wrote for that video. 3D graphics programming is fun!
Pěkný! Great, looks cool!
Dík! / Thanks! :]