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- by unknownfile at 8:11 AM EDT on August 30, 2007
- OK, I have fixed that problem anewuser was talking to me about the other day, but I'm not going to release it just yet. Instead I'm going to remove all the unneeded stuff about OP* emulation until I actually need to use it.
In other news, today I will be working on my VRC7 testing board, and hopefully I will be able to fix the amp so that I won't need to build my own.
- by Warpstar at 8:51 AM EDT on August 31, 2007
- Right now, I'm looking into the NSFe<->m3u conversion idea that was posted earlier. After looking over the docs, it doesn't seem all that complicated. I've already planned out the processes, but I'm not sure when I'll be able to start programming it.
- by unknownfile at 10:54 AM EDT on August 31, 2007
- if you can't do it, i will
- by marioman at 12:13 PM EDT on August 31, 2007
- Thank you! I really would like to have a program that can do the conversion. Please let me know if there is any progress.
- by unknownfile at 12:14 AM EDT on September 2, 2007
- Because I hate you all, I am continuing work on Notsofatso. The latest builds have mixing (with volume controls) that doesn't use much hackage but is still very broken. I'll see what I can do.
- Castlevania 2 NSF niggling by JILost at 2:12 AM EDT on September 2, 2007
- There is one small issue with the Castlevania 2 (US) NSF that has bugged me for ages.
In some of the tracks (mostly tracks 1 and 2, that I've noticed), the note lengths in the bass (triangle) channel are wrong. The most annoying, at least to me, is prominent here:
http://www.purpleguppy.net/music/BloodyTears.mp3
The first recording is from...some version of FCEU and is accurate to the NES, the second is from UF's most recent upload of NotSoFatso. Notice how the bass sounds almost like one continuous note in the first recording (as it does on real hardware and in the ROM on any emulator) while each note is short and distinct in the second recording (as it's always been in NSF players). I'm not sure what's causing this, but it's likely as simple as some value being set incorrectly in the NSF. It has, however, irritated me for years and I'm amazed no one else has caught it. Perhaps ugetab could once again grace us with his talents?
- by Knurek at 4:08 AM EDT on September 2, 2007
- ugetab, please check if this message helps with those gbs rips that refuse to play in Nezplug:
2chn said:
Message to GBS ripper:
If playing without trouble in GBS2GB and playing trouble in NEZPlug++, it may read or jump a program domain of GBS2GB.
When I perform the next procedure and played it normally, it is not to be fault of the player.
1: Open the .GB file in Binary Editor.
2: Insert a GBS header in 0000H.
3: Transfer a road address to 0000.
4: Change extension into .GBS and save it.
- by kingshriek at 4:37 AM EDT on September 2, 2007
- @JILost: The problem is a result of failing to set bit 7 of $4017, which controls the rate of the APU frame counter. This is probably the easiest thing to neglect when ripping NSFs, as the frame counter rate is commonly established outside of any sound routines (inside the reset routine is typical). This problem occurs in many more rips other than Castlevania 2. Blargg has compiled a short list of problematic rips here ---> http://slack.net/~ant/info/buggy-music.html
- by ugetab at 10:57 AM EDT on September 2, 2007
- I believe that the accurate translation of the instructions are:
1. Open the converted .GB file in a Hex Editor.
2. Insert a GBS header in 0000H. (note: without overwriting anything. The RST table created for 0000-0040 will suffice)
3. Set the load address to 0000.
4. Change extension into .GBS and save it.
Under these assumptions, the idea is that the GBS needs to be expanded to full ROM size in order to make it play correctly.
- by unknownfile at 12:43 PM EDT on September 2, 2007
- You forgot ??? and PROFIT.
Also, looking at this playlist parser from NSFplug is quite frustrating... If it's passed between 10 functions I don't know what the hell's going on, at least Notsofatso's NSFe support is easier to read.
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