129

(10 replies, posted in Trading Post)

I've decided to clear out some stuff from my studio and the C64 is pretty much just gathering dust these days.

Would like to sell as a job-lot but if anyone is really interested in individual items then make me an offer and I'll consider it.

Job-lot: £150.00 + shipping to wherever.

C64 is in fantastic condition. Has a really good 6581 R4 SID chip. Power supply, RF cable, S-Video/Composite cable: £100.00

RRNET cart: £35.00 + shipping

MSSIAH cart: £35.00 + shipping

Any questions or if you want photos of anything, PM me.

Neil

arfink wrote:

So, are your updates just feature creep then? smile

It takes me a long time to write those bugs.

smile

arfink wrote:

Of course, NTRQ, Pulsar, and PR8 are also not 100% free of bugs

WHAT!?

132

(54 replies, posted in Nintendo Consoles)

low-gain wrote:
herr_prof wrote:

fine replace arduino with ATMEL CHIP. OR PIC. Or WHATEVER. But youll need to get the nes out of its 60hz mindset SOMEHOW.

very true.

True but easier said than done smile

It doesn't help that screen writes have to be tied to the screen refresh speed (i.e. 60hz). Makes things very complicated if you then want to run a separate background process to handle timing-critical functions i.e. timed code to make arbitrary pulses out of the controller port.

I wonder if any of the 'newer' mapping controllers (MMC3,MMC5) have features that can be utilised. But then there's a risk of making Pulsar and PR8 even harder to support hmm

133

(54 replies, posted in Nintendo Consoles)

LOL

OK, put it another way - if you couldn't output 24 evenly-spaced pulses per note, what then?

134

(54 replies, posted in Nintendo Consoles)

low-gain wrote:

well i think for starters a simple +5V clock pulse OUT of the NES Player 2 controller port might be a good start.. could be a common 24ppqn or something.
So things could at least slave to the NES.

Any ideas how you might output 24 evenly-spaced pulses per note?

135

(54 replies, posted in Nintendo Consoles)

low-gain wrote:

i'm still available for help on this if there's anything i can do lemme know

Thanks l-g. Ideas would be good at this stage... smile

With the absence of any other ideas of how to approach this, my first instinct is to try to get the advance-the-pattern-each-time-the-NES-receives-a-note-on method working.

As the NES lacks arbitrary timers I'm not sure that any other method is feasible?

136

(54 replies, posted in Nintendo Consoles)

Batsly kindly sent me some Arduino bits and pieces for me to have a play with (though I am totally out of my depth with electronics - what's the worst that could happen...)

I just haven't had time to really look at it recently but I really want to get something working.

137

(33 replies, posted in Nintendo Consoles)

If the question is aimed at me Nick, I know very little about Famitracker.

138

(2 replies, posted in Nintendo Consoles)

NTRQ is an attempt at a more traditional 'tracker'. You can produce a NES ROM or an NSF file using NTRQ.

Pulsar is for those more comfortable with a ubiquitous Gameboy software, though I did take liberties with the controls to make them more ergonomic for the NES controller. Pulsar synthesis refreshes at 180hz (3 times per frame) so the resolution of the effects is much higher than 'normal'. There are no plans yet to support NSF (or ROM) output.

PR8 is just a bit mental.

You could probably get 'similar' results from all three. Of the three, Pulsar has the 'richest' synthesis (Duty Tables, Pitch/Effect Tables, Multi-Channel Tables) but then PR8 can sound totally different from Pulsar because of the 'virtual tracks' approach.

I'll see if I can put a 'Feature Table' together. Once I have 5 minutes free smile

139

(2 replies, posted in Nintendo Consoles)

Minor update for NTRQ - V1.8

http://blog.ntrq.net/?page_id=12

140

(70 replies, posted in Nintendo Consoles)

Updated Pulsar with a boot-up check to see if your emulator supports 32K save files.

http://blog.ntrq.net/?p=494

141

(39 replies, posted in Nintendo Consoles)

Turtle413 wrote:

Works on a PSP with Nester J...
Seems to have a few bugs with the Play feature and turning tracks on/off... but it works!
wink

I like your definition of 'it works' smile

I've just emailed you about the video - it's not good news :S

142

(39 replies, posted in Nintendo Consoles)

I updated the PR8 ROM to include a rudimentary check for 32K save-file support. Give it a try.

http://blog.ntrq.net/?p=494

143

(39 replies, posted in Nintendo Consoles)

No. PR8 and Pulsar treat battery RAM like an extension of the CPU RAM. There is no loading and saving as such.

Unless there's a ROM/mapper configuration that allows you an extra 32K of CPU RAM, the only way PR8 and Pulsar can run is with the 32KB battery RAM.

144

(39 replies, posted in Nintendo Consoles)

Shiru wrote:

Maybe it would be better to add built-in test in Pulsar and PR8, which will test if 32K save RAM is available and report if not? Or it is not possibe?

It might be. I'm looking into it at the moment.