Category: software

  • SN76489A emulator Appears

    waveformEnglish chip artist benanderson89 has made a SN76489a vsti. I normally don’t cover vsti type stuff, but it looks like he aiming for something pretty accurate he writes:

    The internal workings of this VST are based off of the actual data-sheets for the real SN76489, mimicking the internal circuitry and flow logic as close as possible. More specifically, this chip emulates the SN76489A (which used a 16-step register) as used in the Sega Master System and Game Gear.

    The VST is pure hardware emulation, no decimators, bit-crushers and samples are used at all.

    The VST sports the following specs (some are still very buggy);

    Tone channel: 15 different vibrato levels, 4 different vibrato speeds and 4 different vibrato delay times and an ADSR envelope with an overall volume level. True 4-bit quantization on all data inputs (except pitch frequency) and final volume output, frequency limited to that of the real chip, velocity sensitivity.

    Noise channel: 3 different noise frequencies, true pseudo random noise generated by a 16 step shift register with an XOR feedback loop, the same ADSR functions and quantized output as the tone channels, velocity sensitivity.

    No downloads yet, but we will keep you posted.

    via Forums | 8bc.org – Online Chiptune Media Sharing.

    scrap-brain-zone

  • LUA Turns Pulsewave ROM Into Guitar Hero Clone

    [kml_flashembed movie="http://www.youtube.com/v/f54smomyLe0" width="425" height="344" allowfullscreen="true" fvars="fs=1" /]

    via

    The FCEUX “Music PulseWave” Lua script, running on top of the ROM flyer for a November 2007 PulseWave concert in NYC.

    The script turns the non-interactive ROM into a rhythm game. The program automatically analyzes the music, displaying each of the NES’s four audio channels as a bar at the top of the screen. I don’t really understand the interface or the scoring, but the gameplay is as simple as pressing the A button to the beat of the song. It apparently works for other games too — here’s Music PulseWave on top of Journey to Silius.

    And UI found the intial thread with the source:

    For the intrigued:

    Main Lua file
    Required Lua file

    FCEUX
    Lua pack, to be extracted in FCEUX’s directory

    The ROM

    Basically, open ROM, hit “Run Lua script…” and pick music_pulsewave.lua, then go.

  • Sid Player for the Iphone

    Via

    [kml_flashembed movie="http://www.youtube.com/v/ShFgu8mTAyc" width="425" height="344" allowfullscreen="true" fvars="fs=1" /]

    Im impressed.

  • Outside the Box: PS2 as cheapo sampler

    [kml_flashembed movie="http://www.youtube.com/v/5-tddsxHZ3g" width="425" height="344" allowfullscreen="true" fvars="fs=1" /]

    You could get two decks of pstwos, one running this and one running PS24vJ for some lofi blurry beats. I have a copy of the older mtv generator and it was fun, but kinda slow in composition. Hows the sequal?

  • glitchNES Appeared

    glitchnes_002glitchNES is an open source software project for the Nintendo Entertainment System. This software causes graphical glitches similar to hardware circuit-bending. The current version is 0.1 (initial release).

    via no-carrier.com.

    The author was kind enough to answer a few questions about glitchNES:

    What do you hope users use glitchNES for?

    My hopes are that glitchNES users will have fun with it. I really hope
    that it will be used by people to do live visuals at chip shows or other
    music events. However, I think it is fun just to tinker with – changing
    graphics and playing around with it in an emulator.

    Is this a gateway into NES graphics programing?

    I think so. There are some people that believe that in order to code for
    a certain console or computer that you need to understand the inner
    workings of the machine. But what about people that want to experiment,
    but don’t want to spend months or years with something to see results?
    That is why I went open source with this. I want people to experiment
    and alter the existing code. Maybe it’ll work – maybe it won’t, but
    either way you’ll learn something. If you decide to go your own way with
    NES coding I know some of the routines in glitchNES will be helpful for
    future projects.

    What is the future of the product?

    I’m going to continue to improve upon some of the features by adding
    additional controls, implementing sprites, and possibly even sound. I
    wanted to keep it simple for now, because I really want people to
    experiment with the code. I would be thrilled if users start to
    contribute code and graphics, as I would love to include them in future
    releases or distribute them separately on my website.