161

(21 replies, posted in General Discussion)

I predict that this won't end well.

162

(33 replies, posted in Nintendo Consoles)

Looks like you've got a grasp of it smile

Reading and writing to the .sav file is pretty straightforward. One of the big advantages of using them is that it massively expands the available RAM. You can treat it like all the other RAM in the NES - just remember that any variables you put in there will be restored to the last saved value, unlike 'normal' RAM which is volatile.

163

(84 replies, posted in General Discussion)

Just in you don't already know smile

http://dutycyclegenerator.com
http://ntrq.net

164

(12 replies, posted in Nintendo Consoles)

Have to agree - I loved working on the SNES. The audio engine I wrote on it was ace - ran on compressed (optimised) MIDI files and had multi-sampled instruments, velocity switching, dynamic playback controlled be external variables, all sorts of cool stuff.

I wonder if I still have the code....hmmm...

ne7 wrote:

the spu700 in the snes was one of the most important bits of audio h/w developed for consoles and the granddaddy of audio chips in the Sony psx/ps2 and ps3... 8 separate channels of 16bit 32kHz audio, revolutionary (for the time) sample compression, realtime echo and noise generation all wrapped up in stereo... its hardly -shit-

:-)

165

(18 replies, posted in General Discussion)

Sorry to hear this Peter sad

166

(39 replies, posted in Nintendo Consoles)

PR8: Not Just For Drums...

http://blog.ntrq.net/?p=468

167

(30 replies, posted in Commodore Computers)

neilbaldwin wrote:

I'll have to have a look at the Frantic one then Anders (if it's available?) - sounds interesting.

Not sure about a completely different approach but my original NES drivers (and then expanded on even further with Nijuu) broke the "one-track-per-hardware-voice" by having virtual tracks. My NES drivers (and Nijuu) use a "drum track" - in essence it's like a simple SFX track, the sounds defined by little "wavetables" and a priority system. Means that the drums can momentarily steal one or more hardware voices.

I guess to take that idea to it's limit, you'd have an arbitrary (and platform agnostic to some extent) number of tracks that were not explicitly tied to any one voice and then you could have polyphonic instruments etc.

I thought about doing this on the NES while I was coding Nijuu but I shelved the idea, for a while at least smile

This topic is all over the place and I apologise for being part of that but it amused me to read this.

Why?

Because only 6 months later, PR8 does exactly what I described here big_smile

The number of tracks in PR8 is arbitrary, they can all use all 5 of the NES's hardware voices simultaneously*. It makes for quite a different approach to sound creating on the NES.

(* obviously, voice 'stealing' goes on....a lot)

168

(70 replies, posted in Nintendo Consoles)

Good news: Nintendulator added to list-of-platforms-that-will-run-Pulsar-and-PR8!

http://blog.ntrq.net/?p=461

169

(39 replies, posted in Nintendo Consoles)

pixls wrote:

the manuals looks real nice but it doesn't mean much to me without having used the program *hint hint*

I thought this way everyone would have plenty of time to read it, seeing as nobody seems to do so when I release the manual *with* the ROM.

wink

170

(39 replies, posted in Nintendo Consoles)

Updated the manual (yes, I know, you want the ROM smile )

Typos and some re-editing but mainly added a new section that deals with Menus (and Echo) - "Menus" on the navigation list.

http://blog.ntrq.net/wp-content/uploads … index.html

171

(9 replies, posted in Commodore Computers)

Good luck with the 1541 Ultimate - I've been waiting about a year for mine :-/

172

(33 replies, posted in Nintendo Consoles)

To avoid confusion and to give this discussion it's own thread, can a moderator move it to a topic called "Audio Programming" or something similar? Or tag it onto the end of Nick's original chord program thread.

Thanks

173

(33 replies, posted in Nintendo Consoles)

herr_prof wrote:

I think its more than on topic, and interesting to read, even if  barely understand anything.

Ah cool. I'm more than happy to answer general programming questions like this in the forum then if everyone else is.

smile

174

(33 replies, posted in Nintendo Consoles)

I was thinking about this today. This kind of topic is not really music-releated and so if a moderator wants to move it I don't mind. Maybe it's worth having a coding/programming section? I know it's slightly off-topic for the whole board but it has a tangential connection. Nick's chord program and also probably things like Litewall could be moved there.

175

(39 replies, posted in Nintendo Consoles)

I thought I'd start a new topic as PR8 didn't really have it's own. Unless a moderator wants to rename the original "New Project" topic and move this post there.

Anyway, the other reason for the topic:

http://blog.ntrq.net/?p=458

176

(33 replies, posted in Nintendo Consoles)

Sorry, that happens a lot to stuff I get involved with. It's a constant burden.