70758
Level 25 Chipist
rainwarrior
post #70758 ::
2016.08.10 1:53pm :: edit 2016.12.09 3:21pm
blockblockblock, MovieMovies1, kinkinkijkin, ap0c, ViLXDRYAD, Moose, DalekSam, null1024, mootbooxle, JINTAKE, garvalf, Lukas Eriksson, Razerek, TMM12, b00daw, Savestate, stinkbug, gotoandplay, Dimeback, irrlicht project, Sinc-X, MisaelK, Baron Knoxburry and SketchMan3 liēkd this
blockblockblock, MovieMovies1, kinkinkijkin, ap0c, ViLXDRYAD, Moose, DalekSam, null1024, mootbooxle, JINTAKE, garvalf, Lukas Eriksson, Razerek, TMM12, b00daw, Savestate, stinkbug, gotoandplay, Dimeback, irrlicht project, Sinc-X, MisaelK, Baron Knoxburry and SketchMan3 liēkd this
A few days ago I made a little demo of a music engine designed to add 2 square waves to the NES sound without any expansion hardware.
It's sort of a compromise between MMC5 and 5B, you get 2 extra squares but no duty control.
It's basically just 2 VRC6 pulses (no saw).
dmmc_beta.zip (1.17 MB)
Full source code is included, in case you want to see how it was made, or want to try to modify it.
I know SuperNSF basically already can do what this does (and more), but I wanted something that works easily with FamiTracker, and was lightweight and didn't depend on NSF banking, etc. like SuperNSF does. (Basically I made this as something that I could practically use in a real NES game's title screen.)
Feel free to try it out, and let me know what you think.
It's basically just 2 VRC6 pulses (no saw).
dmmc_beta.zip (1.17 MB)
Full source code is included, in case you want to see how it was made, or want to try to modify it.
I know SuperNSF basically already can do what this does (and more), but I wanted something that works easily with FamiTracker, and was lightweight and didn't depend on NSF banking, etc. like SuperNSF does. (Basically I made this as something that I could practically use in a real NES game's title screen.)
Feel free to try it out, and let me know what you think.