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March Pulsewave NES ROM Flier – Graphics by Enso, code by NO CARRIER, music by Alex Mauer
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March Pulsewave NES ROM Flier – Graphics by Enso, code by NO CARRIER, music by Alex Mauer
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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 fileFCEUX
Lua pack, to be extracted in FCEUX’s directoryThe ROM
Basically, open ROM, hit “Run Lua script…” and pick music_pulsewave.lua, then go.
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Download the NES ROM here
Anyone coming to the show tonight? Come say hi!
via F*BC
glitchNES 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.
Also just an excuse for me to publish this picture. Article features appearences from starpause and NO CARRIER. Interesting argument in the comments about the role of 8bit computers as a real world tool..