Post by tomaitheous on Jul 6, 2010 22:43:51 GMT -5
Not sure if this is what might be causing some problems:
Some NES music engines where known to use the highest frequency setting to turn off channels ( like square channels), instead of the real way through the proper register. On a real nes, this is filtered out and you don't hear it (it's too high to hear anyway).
Does SMB do this? If so, did you take this into account? I have APU emulation running for SMB currently, but I don't have any debug code at the moment to check ( and I'm lazy ). Might be worth checking out. This tripped me up early on, a few of years back.
Nope. It set the master reg to 0 to silence all the channel. Also, is strange in the title screen is quiet, since here all the channels are muted using the same routine that silence the channels when the game is paused...
Shutting down the YM2612 is a real pain. I had a few versions on code on my Neo Myth menu before I got it right (the menu needs to turn off the sound when you reset back to the menu)... seriously, reseting the 32X was easier than muting the YM2612. Here's my code for that:
| reset YM2612 lea FMReset(pc),a5 lea 0x00A00000,a0 move.w #0x4000,d1 moveq #26,d2 0: move.b (a5)+,d1 /* FM reg */ move.b (a5)+,0(a0,d1.w) /* FM data */ nop nop dbra d2,0b
One way to mute the YM is by asserting Z80 reset for a moment. But yes, YM is a PITA when it comes to muting. I had to create a huge workaround to get channels quiet on real YM2612 as in some conditions you got trailing noise that just did not silence out. No such problems on MD2 YM or emulators.
Off topic: Holy shit, this thread has over 4.000 views!
And that's not all: Acording to the FileDen bandwith usage, was downloaded 94.5 MB, and since there is no chance other shit was being downloaded from my account, seems like more that 6000 people have downloaded it!!
EDIT: I hate doubleposting, so check the first post to download the new version.
Last Edit: Jul 10, 2010 23:07:10 GMT -5 by Mairtrus
For the record, Mairtrus, in the new version world 36 (the minus world) "works", but instead of being a looping version of 2-2, it's instead an underwater version of 3-4 that acts like the FDS version when beating -3 - it acts like you've beat the game, setting the hard mode flag and enabling the world select. Any chance you might special case world 36-1 to provide a looping 2-2?
Also, it seems like near the end of the X-4 completion music (when you're walking up to the Mushroom Retainer or Peach), there are still some out-of-tune notes. I can't go into greater detail as I'm not musically adept, but something sounds off. Someone else might be able to go into greater detail.
1) You slipped up when loading the address of TopScoreDisplay. Kinda nasty, actually -- you're trampling some other variables. But, just a typo, no doubt.
2) Your flag handling is still off. It's almost there, but you need to reload the X carry when looping back to GetScoreDiff. Very simple fix.
Also, very minor but the flying cheep-cheep 'bug' is still alive. For your convenience, here's the original data (starting at PRandomSubtracter): $F8, $A0, $70, $BD, $00, $20, $20, $20, $00, $00, $B5, $1E, $29, $20, $F0, $08.
And now, for the record, world 36-1 is 6-1. When you beat it, 36-2 is the nighttime coin heaven, but with no time on the timer apparently, as Mario dies the instant the game gives you control (can't even move him one pixel).