NSFc Classification Poll.
BotB Academy Bulletins
 
 
64522
Level 27 Renderist
b00daw
 
 
 
 
post #64522 :: 2016.03.04 2:52pm
  
  kleeder and MisaelK liēkd this
Hey y'all,

So, as for rule of them the general restrictions around NSFc are as follows (if I'm not mistaken):

1.) 2a0x
2.) No DPCM samples
3.) No PCM samples

Is that all? I want to make sure we get full clarification before we write our Lyceum article. :)
 
 
64523
Level 30 Chipist
Savestate
 
 
 
post #64523 :: 2016.03.04 2:54pm :: edit 2016.03.04 2:55pm
  
  HertzDevil and MisaelK liēkd this
I'd assume all writes to the DPCM channel would be banned in addition to samples. (ZXX)
 
 
64524
Level 24 Chipist
mega9man
 
 
 
post #64524 :: 2016.03.04 3:07pm
  
  HertzDevil and MisaelK liēkd this
I would assume no overclocking either.
 
 
64527
Level 27 Renderist
b00daw
 
 
 
 
post #64527 :: 2016.03.04 3:13pm :: edit 2016.03.04 3:14pm
So if NTSC, engine speed is ~60Hz; and if PAL engine speed is ~50Hz?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Let's get even more technical, shall we?

Is .NES format supported? If so IRQ could be used.

Is a custom PLAY and INIT routine allowed in the NSF to create phase timed control of pulse, triangle, and noise channels?

Both of these methods would negate much of the engine speed significance.

These are two additional methods to change the timbre and create PWM/PCM with the four "classical" channels.
 
 
64529
Level 29 Hostist
puke7
 
 
 
post #64529 :: 2016.03.04 3:19pm
  
  ap0c and Razerek liēkd this
I think the concept of NSF_classic is "classic" in the sense that it only does what "classic" games do? Ap0c asked if he could use the DPCM click on his nsf_classic track for WCXI and I told him no. Although, after listening to him talk about this feature used by actual games on the Retro Game Audio podcast
, I am considering overturning it.

I think if the tricks you are trying to pull would eliminate gameplay possibilities, then it should not be used.
 
 
64535
Level 27 Renderist
b00daw
 
 
 
 
post #64535 :: 2016.03.04 5:24pm :: edit 2016.03.04 5:24pm
Well, we're getting into pretty hairy stuff if you want to consider the "limits" of the Nintendo/Famicom and "gameplay".

First we'll speak in terms of limitations and keep it simple:

1.) The Nintendo/Famicom runs at ~1.74MHz; and doesn't change its speed unless hardware modified. A game engine, sound engine, bankswitching, etc. all need to process given the overhead within that clockspeed with the game "feeling" playable.

Let's take the Aspekt demo "High Hopes" into consideration:

http://www.pouet.net/prod.php?which=31539

It uses PCM during times of screen stillness. By the programming strategies it seems seemless. If the PCM were to be played while the textured "cube" was drawn you would see noticeable slowdown.

Which brings me to the second point: gameplay.

2.) If you are to define gameplay you would have to standardize a genre of what type(s) of game(s) would be the model.

CPU-dependent PCM/PWM has to be played at a rate to which it maintains fidelity and is either intelligible or pleasant enough to a common audience. CPU-intensive games cannot have a lot of CPU-dependent sound output due to the limited processing resources. Ex: Side-scrollers, shooters, etc.

However, there are genres of games that are not highly CPU-intensive. Ex: 1st-person adventures, visual novels, puzzles, board-games, etc.

With these types of games CPU-intensive PCM/PWM would be more appropriate. The only limitation at this point would be ROM size.

3.) The NSF file format is limited to 1MB. ROM size is only limited to a hardware mapper and the memory type on the board; which these days is practically limitless -- aside from production cost and sellability.

Additionally the iNES header has a limit of 1 byte for PRG (program) ROM size of 16K chunks each; totaling 4MB. But again, this is irrelevant to hardware cart PCB design and logic. People just assume that they won't need more than 4MB program space for an NES/Famicom game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In summary it doesn't really feel or seem that the NES/Famicom is very limited to creative capability with gameplay involved, but if we were to make limitations I think it would be best to just agree on some commonly understood limitations per NSF format so that n00bs can be praised or spanked. ;D

Ideas/comments?
 
 
64545
Level 21 Criticist
Xyz
 
 
 
 
post #64545 :: 2016.03.04 7:34pm
If you wanna get hardcore classic disallow software envelopes and force all to use hardware envelopes.

I vote nay on such a category since it's definition is loosely based to begin with and I doubt the entire community can come to a consensus without pissing of a talented few.
 
 
64547
Level 26 Mixist
A-zu-ra
 
 
 
post #64547 :: 2016.03.04 7:50pm
  
  MisaelK liēkd this
From rule 1-4 of Famicompo Mini Classical


2A03内蔵音源(APU)のみに限られます。
DPCMチャンネルの使用を禁止とします。
DPCM、拡張音源を使用したファイルのEntryは無効とします。

You are limited to only the on-board 2A03 (APU) sound chip.
Use of the DPCM channel is prohibited.
Any entries that use DPCM or extensions is disqualified.



I'd personally say 2A0x only, no DPCM, no clock changes and call it a day
 
 
64548
Level 21 Criticist
Xyz
 
 
 
 
post #64548 :: 2016.03.04 7:51pm
No one has ever changed the clock of an nes. So this is an easy restriction to never worry about
 
 

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