blargg has been absent for quite a while but I noticed a few recent posts from him on nesdev. Maybe ask over there?
33 Jan 25, 2013 10:06 pm
Re: Lightwall: Concept for VJ oriented NES rom (353 replies, posted in Nintendo Consoles)
34 Dec 22, 2012 8:56 am
Re: Are there any Trackers for n64? (17 replies, posted in Nintendo Consoles)
The N64 was a little 'quirky'
Graphics and audio processing essentially all shared the same DSP and it was quite horrible. I think most of my stuff was only allowed 4 'voices' (as most of the DSP power was of course given over to graphics) and the sequencer timing was just awful (on the 'official' tool which was a fairly rudimentary tool, I believe made by Software Creations).
35 Dec 10, 2012 9:47 am
Re: Pulsar crashing and glitches? (7 replies, posted in Nintendo Consoles)
OK, Pulsar V1.04 is up on the website:
36 Dec 10, 2012 8:58 am
Re: Pulsar crashing and glitches? (7 replies, posted in Nintendo Consoles)
Also, just re-read the initial post, and what you could try for starters is using the LATEST VERSION (1.03)!!!
Shit gets update for a reason, yo...
(And I've just checked my dev log - I did work with Pulselooper on some other bug fixes in October this year but I never actually released that version. I will put it out as a release sometime today. That way you'll have the mintiest freshest version to try!)
37 Dec 9, 2012 9:08 pm
Re: Pulsar crashing and glitches? (7 replies, posted in Nintendo Consoles)
Send me some details, as explicit as you can. If you're able to video or screen capture stuff even better. Unfortunately I've had hardly any feedback on Pulsar at all which makes tracking down this stuff all the more difficult. I don't have a working NTSC NES at the moment either but I can test on a PAL one with my Powerpak.
Incidentally, there seemed to be some issues with a recent version of the Powerpak mappers - I was having massive trouble with cajoNES just totally not saving any battery data at all. Apparently there's a newer version but I've not had chance to try.
38 Nov 28, 2012 10:32 pm
Re: SuperMagic Music Maker ROM (30 replies, posted in Nintendo Consoles)
Glad you're having fun with it. I'd like to add more to it at some point if I have some free time.
39 Nov 28, 2012 8:26 pm
Re: Putting NTRQ & Pulsar & PR8 on a Famicom cart (Guide) (128 replies, posted in Nintendo Consoles)
Reading about all these problems is saddening. I wish I could help more
40 Nov 28, 2012 8:24 pm
Re: SuperMagic Music Maker ROM (30 replies, posted in Nintendo Consoles)
The 'overdrive' is very dependent of what's playing and yes it is supposed to mess up the graphics
Nice to hear a success story with carts, beginning to think that nobody (else apart from NE7) was going to get one working.
42 Oct 24, 2012 6:22 pm
Re: Nes clock sync for cajoNES. (26 replies, posted in Nintendo Consoles)
simple is good, will be only work as a slave then?
It only seems possible that way with the crude method I've used. I'm pretty sure that ENIO will be able to offer a better solution with bi-directional communication but I wanted to experiment to see what could be done with just the NES (though to be fair, my experimenting is so far not exactly like plug-and-play )
43 Oct 24, 2012 5:22 pm
Re: Nes clock sync for cajoNES. (26 replies, posted in Nintendo Consoles)
Yeah. Like I said, early days but as a proof-of-concept it's encouraging.
I'm basically sending a 5V trigger at one of the bits on the second control pad port. The 'sync' comes from MIDI-to-trigger via my modular (MIDI notes entered into Live cause a trigger to be sent to the NES port) so it's quite basic. Pretty stable though
44 Oct 24, 2012 12:32 pm
Topic: Nes clock sync for cajoNES. (26 replies, posted in Nintendo Consoles)
I've just been running cajoNES synced and slaved to Ableton Live and also running in sync with my modular and Octatrack! You can drag the tempo around in Live and everything - including the NES - responds as it should.
Admittedly my NES is currently lying on it's top with wires hanging out of the expansion port and it is very early days, and there will be limitations but it works.
The code part is actually very simple. Once I've sussed out a few details I'll definitely be looking at grafting the sync code into Pulsar and PR8. NTRQ is a slightly different prospect because of it's use of the second controller so that will need some thinking about.
I'll post a better explanation and video soon.
45 Oct 22, 2012 10:28 am
Re: Putting NTRQ & Pulsar & PR8 on a Famicom cart (Guide) (128 replies, posted in Nintendo Consoles)
By request I'm just registering that I'm watching this with interest and concern.
However my hands are really tied. I don't have the setup or knowledge (or time!) to start getting into testing my software on these hacked carts. It all seems a bit hit and miss which would make debugging software issues a total nightmare. If someone has a definite answer which would point to something that needs fixing/changing then I'd be more than happy to look into it.
@theta: pm me with details about the issues you've been having with PR8/Pulsar on your Powerpak
46 Oct 12, 2012 11:49 pm
Re: cajóNES (46 replies, posted in Nintendo Consoles)
New video which shows off some stuff plus demonstrates the DELUXE! features. Finally got my screen capture working again, yes!
47 Oct 11, 2012 8:37 am
Re: cajóNES (46 replies, posted in Nintendo Consoles)
Decided there should be two versions.
Plain old 'cajóNES' which has no saving and now 'cajóNES DELUXE!' too which gives you 8 load and save slots in 8K battery RAM, for those devices/emulators that support it. Should be pretty compatible with most stuff as 4K battery support is more ubiquitous than the 32K required by Pulsar and PR8.
Only half of the 8K battery RAM is used to load/save patterns. The remaining 4K is earmarked for something else...
Stay tuned!
48 Oct 8, 2012 8:28 am
Re: cajóNES (46 replies, posted in Nintendo Consoles)
What the fuck do you put in your cereal, Neil!? Your output lately has been insane!
Well, having no job helps enormously. On the other hand, writing all this fun stuff doesn't really pay the bills