1

(12 replies, posted in Nintendo Consoles)

If you'd like to build one, I would gladly host it.

2

(12 replies, posted in Nintendo Consoles)

By the way, I ported this to Mac recently so all you Macsters can play with it too. Download from link in OP.

Live reverb is okay, but you tend to have to deal with the other noise present in the space (or cars going by outside, etc.).

If you take an impulse recording of the space, the noise isn't an issue (it's sort of orthogonal to the impulse), and you can apply it freely and more easily.

You can place your stereo pair of mics close or wide, also you can angle them narrow or widely. These both have different effects. You don't have to stop at two microphones either, unless you're out of microphones. Phase issues are usually easy to sort out in an editor later, though if you're unlucky you'll get some unfortunate phase in the echo. Theoretically you should not place your source in the very middle of a symmetrical room, but this is not a problem I've seen practical outside of artificial reverb simulation. You also don't want to place a microphone at a resonant node, but you'll hear that right away if you listen to the recording. You can walk around clapping in a room and eventually you'll find a place where the clap "rings" with a tone. Don't put the mic there (this is usually easy to avoid, these nodes tend to be few).

I put some mild reverb on some chiptunes once, but they were of classical music so I thought it was appropriate to do so.

Chowdit1 wrote:
rainwarrior wrote:

Most likely just resin/rosin. It should be harmless to the circuit, but you can clean it with isopropyl alcohol if you like.

Well, I've been trying to scratch that stuff off with a pushpin, in between the chips. Also, it actually IS harming it, if there is too much coming out.

Resin itself is inert and entirely harmless.

I don't recommend trying to scratch it with a pin, as you are likely to damage the board this way. There's a chance you might break off a piece of the board that's stuck to the resin.

Isopropyl alcohol will slowly dissolve it, and it should come off safely with mild rubbing with a q-tip or something similar soaked in alcohol.

5

(162 replies, posted in General Discussion)

I shoot birds at the airport.

Most likely just resin/rosin. It should be harmless to the circuit, but you can clean it with isopropyl alcohol if you like.

7

(162 replies, posted in General Discussion)

Literally grammar hitler?

8

(12 replies, posted in Nintendo Consoles)

It's open source, so go nuts.

I don't currently intend to add any more new features.

9

(12 replies, posted in Nintendo Consoles)

I've released a new version, v1.1, which you can download at the link above.

1.1 - 7/26/2013
- Fixed frame timing, now should run at consistent 60hz if sufficient CPU is available.
- Support for z10-z99 ZSNES savestate files.
- Fixed clicks in baby C, and yoshi A.
- Fixed pop at end of some samples (off-by-one error on length).
- Cut/Copy/Paste functionality.
- F9 enables extended song lengths.
- F10 exports extended songs as multiple savestates.
- Filename now appears in window caption.
- Confirm unsaved changes on load.
- Migrated Windows version to Visual Studio 2012.

10

(3 replies, posted in Nintendo Consoles)

NSFPlay version 2.3 is released.

Download: http://rainwarrior.ca/projects/nsfplay/nsfplay23.zip
Project information: http://rainwarrior.ca/projects/nsfplay/index.html

Changes:

NSFPlay 2.3 - 7/19/2013
Emulation:
- All illegal 6502 opcodes are now emulated.
- Audio emulation is now driven by CPU clock cycles, increases timing accuracy.
- FDS emulation completely rewritten for better accuracy.
- N163 emulation completely rewritten for better accuracy.
- APU frame sequencer now correctly driven by $4017, supports 4 and 5 step modes, immediate reset, and IRQ flag.
- MMC5 frame sequencer now independant of APU frame sequencer.
- Time dilation now slows frame sequencer along with CPU rate.
- Replaced PREFER_PAL setting with REGION, containing more options including Dendy support.
- Swapped duty option for APU1.
- More effective implementation of DMC anti-click option.
- Removed useless "frequency limiter" APU option.
- Added optional mute for ultrasonic triangle.
- Fixed broken oversampling filter.
- Adjusted device volumes to match more careful measurements, all centred at 128 now.
Other:
- Better small icon.
- Thinner DPCM address display, does not get truncated.
- Using # instead of + for note names.
- Cosmetic fixes in settings dialog.
- Keyboard frequency display correction for APU/MMC5/VRC6 (were off by 1).
- Keyboard envelope display now shows L for loop.
- N163 waveform display now hides waveform when track is muted with a wave length >= 128.
- Expanded infobox info for NSFe.
- Fixed improper loading of UI DLL, prevents crash in same folder as Famitracker.
- UI DLL now reports version, preventing potential problems if mismatched.
- LOG_CPU option for dumping register writes to file.
- Fixed song wrap where NSFs do not start on song 1.
- Source code cleanup: removing unrelated Z80 emulation code.

11

(26 replies, posted in Nintendo Consoles)

Ah, beat me to it. I also made playlists, but it looks like Wiz's are better: https://dl.dropboxusercontent.com/u/883 … ylists.zip

Mine comes with a python script for auto-generating the lists, at least. wink

12

(1 replies, posted in Nintendo Consoles)

For <32k NSFs it's possible. You need to find some empty space in that 32k and put a little play stub in there, after that it's kinda trivial to just have it call INIT / PLAY routines appropriately.

Unfortunately, there's no foolproof way to do it even for <32k NSFs. If you assume there's 100 bytes or so of free space at the top of the address space, you could write an automated tool that sticks the stub in there and hopes it works, maybe. If that space contains something important it'll break though.

For anything that requires bankswitching, it's not even worth attempting, IMHO. (Not worth the time, at all.)

13

(21 replies, posted in Nintendo Consoles)

lol Noob Baldwin

14

(21 replies, posted in Nintendo Consoles)

Does anyone have a working ROM of High Hopes? The one on Pouet doesn't seem to run in any emulator I've tried.

Edit: nevermind. The header incorrectly specifies NTSC instead of PAL. If I manually override the emulator to PAL it works fine. Kinda disappointed by how the roto-zoom was implemented (it's just a page-flip animation).

15

(17 replies, posted in Atari)

Sure, probably there are better ST trackers. Quartet is just the one that I remember trying from back then.

16

(17 replies, posted in Atari)

The YM2149F has 3 channels that you can output a 4-bit logarithmic value on. The naive implementation would be 3 x 4-bit samples, yes, and if you didn't compensate for the log curve the samples would be pretty distorted.

However, it didn't have to sound bad/distorted, and it didn't have to be limited to 3 channels. You can instead do your mixing in software and use the channels as a single linked DAC, allowing more than just 3 channels and better sample quality. It requires a bit more clever programming, but the results are pretty decent.

There was a really decent sounding 4-channel tracker for the ST called Quartet. I think it's output was about equivalent to 8 bit / 16kHz. Example: https://www.youtube.com/watch?v=SPhcNthcweQ