FAKEBIT!
17 Aug 26, 2013 9:45 pm
Re: MIDINES editor for Ableton Live (28 replies, posted in Nintendo Consoles)
18 Aug 1, 2013 10:42 pm
Re: NTRQ vs pulsar (16 replies, posted in Nintendo Consoles)
Just a stupid question Neil, what compiler do you use to write this software ?
CA65/LD65 - it's the king of 6502 assemblers.
ASM6 is good too (and I used to use it) but CA65 is more sophisticated and flexible.
Edit all my code in TextMate. Run all my (assembled) code in Nestopia. Make all my graphics with NESST (running on Windows emulator)
19 Aug 1, 2013 5:23 pm
Re: NTRQ vs pulsar (16 replies, posted in Nintendo Consoles)
Also, please make sure you're using the latest version of the software. Latest versions always available here:
20 Aug 1, 2013 5:11 pm
Re: NTRQ vs pulsar (16 replies, posted in Nintendo Consoles)
Windows and OSX. OSX one definitely works OK. Windows I only use for occasional testing (on Win XP)
21 Aug 1, 2013 5:05 pm
Re: NTRQ vs pulsar (16 replies, posted in Nintendo Consoles)
Not all version of Nestopia are the same. What platform/OS?
22 Aug 1, 2013 5:04 pm
Re: Everdrive-N8 (29 replies, posted in Nintendo Consoles)
@TSC: possibly. You definitely know more than I do about ROM/carts.
23 Aug 1, 2013 5:03 pm
Re: NTRQ vs pulsar (16 replies, posted in Nintendo Consoles)
Well I use all of my software mostly on emulators (Nestopia) and it doesn't crash for me. In fact they're developed on emulators so realistically are more likely to run better than actual hardware.
Problem is there are so many idiosyncrasies with various carts, mappers etc. as well as PowerPak/N8 etc. that it's virtually impossible for me to try to cover all eventualities. And from a development point-of-view, given that I do it in my spare time and for free, the convenience of developing on emulator probably means the difference between me developing and not developing these tools at all.
I'm more than happy to look into issues but I have zero experience with donor carts and ROMs. If you're having trouble in emulators then let me know exactly what you're doing, exactly which versions of the ROM, emulator, platform and operating system, and exactly what the results are. Stuff like video/screen caps etc. It all helps, much more than just saying 'it doesn't work'
24 Aug 1, 2013 9:59 am
Re: Everdrive-N8 (29 replies, posted in Nintendo Consoles)
I wish I could tell you but unfortunately I do not have an N8 cart. I asked on the Everdrive forum a while back and a couple of people said they'd tried NTRQ and it seemed to work.
25 Jul 21, 2013 4:15 pm
Re: Teaser... (17 replies, posted in Nintendo Consoles)
Spent a bit more time on droNES and put up a new video:
http://www.youtube.com/watch?v=jaVXK17v e=youtu.be
Main changes are that the sequencer now is able to target parameters of the synthesis instead of just being an amplitude/gate sequencer.
26 Jul 12, 2013 10:18 pm
Re: The NES Demoscene (21 replies, posted in Nintendo Consoles)
26 years ago. Fuck me.
27 Jul 12, 2013 1:21 pm
Re: The NES Demoscene (21 replies, posted in Nintendo Consoles)
Whilst not adhering to the 'demo' genre per se, all of my shit is technically awesome. Fact.
None of it contains and pixel porn though, maybe that's where I've gone wrong. Or scroll text.
28 Jul 10, 2013 9:00 pm
Re: Teaser... (17 replies, posted in Nintendo Consoles)
Just need to find some time to tidy up the editor a bit and then I really need to optimise the synthesis loop more.
Regarding the sequencer: it is only a 'gate' sequencer at the moment meaning you can use it to sequence the amplitude of each voice. There are 3 gate shapes: square (turns the voice on), ramp up (ramps the amplitude up) and ramp down (yeah, you guessed it).
Even though it's not sequencing any actual synthesis data it is quite flexible: each track has it's own length (1 - 16 steps) and speed and (in the case of ramp up/down steps) gate length. There's also a 'sync tracks' button so you can program up little polyrhythms and stuff.
I've a few ideas of how to implement simple 'parameter locks' and had a prototype working but the issue I have is with representing 16-bit data (for the LFO speeds, for example) in a meaningful way with minimal screen updating and minimal screen real estate.
droNES is not really about sequencing though, the clue is in the name
29 Jul 10, 2013 8:16 pm
Topic: Goattracker? (3 replies, posted in Commodore Computers)
Was just checking if there was an update to the version I have installed and both Cadaver's and Convert Bit Ops websites seem to be down?
30 Jul 9, 2013 10:36 am
Re: The NES Demoscene (21 replies, posted in Nintendo Consoles)
It's hard enough just displaying text on your GUI in a timely fashion, let alone any fancy graphic effects
Hats off to those that try though!
LOL @ obligatory pixel porn!
31 Jul 3, 2013 2:43 pm
Topic: Teaser... (17 replies, posted in Nintendo Consoles)
32 Mar 12, 2013 11:39 pm
Re: cajóNES (46 replies, posted in Nintendo Consoles)
I done this: http://blog.ntrq.net/?p=581