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View Full Version : Hunter - An NSF player for the TurboGrafx / PC-Engine



wraggster
August 22nd, 2010, 13:22
mic_ posted an entry into the Neoflash Coding Contest:

Heres the details:

Nickname: mic
Project name: Hunter
From: Sweden
Division: Retro APP
Platform: PC-E
Original enter: YES
Support Motion: NO(?)
In last NEO Compo this project have won in the top 10: NO

Project description:

It plays NSFs on the TurboGrafx / PC-Engine. NSF is the format used for ripping soundtracks from NES / Famicom games.


How to use:

Creating the player ROM
-----------------------
Start rombuilder.exe. Drag the NSF files to the top listbox, then press "Build". A ROM
named hunter.pce will be generated in the same directory as the rombuilder.

Only up to 15 NSFs will be added to the ROM.

Each NSF must be <= 32 kB in size.

Some NSFs will not play correctly (or at all) even if they were added successfully by the
rombuilder. This might be because they rely on some feature not supported by my player.
Some examples of NSFs that will not play correctly are Metroid, Rygar, Star Force and Rush'n Attack.

DMC is not supported, and will simply not be heard. No extra sound hardware is supported either
(such as FDS, MMC5 or N106).



Using the player
----------------
Run the generated hunter.pce file in an emulator (like mednafen), or on your TurboGrafx / PC-E.

[Up/Down] navigates through the NSF list.

[Left/Right] navigates through the sub-songs of the currently playing NSF.

[II] starts playback of the highlighted NSF/song.

[ I] restarts playback of the currently playing NSF/song.

[Select] toggles volume overdrive mode. When active, it boosts the volume of the square wave and noise
channels, which can be useful for soundtracks that have low volumes (like Ninja Gaiden, Metal Gear,
Silver Surfer, etc).

[Run] toggles the playback speed. If the NSF's original speed is NTSC it will switch to PAL, and vice
versa.

http://jiggawatt.org/hunter4.png

Made another update (the link in the original post has been changed to point to the latest archive). The latest source code is also available for download. The link to the code is in the second post.

I've fixed a bug in the handling of the noise channel's length counter. The drums in Super Mario Bros and Super Mario Bros 3 should now sound a lot better.

I've also modified the rombuilder to pad the output .PCE file to a multiple of 256 kB. That should solve any random freezes that could result from an odd ROM size causing the wrong bank to be switched in.

http://www.neoflash.com/forum/index.php/topic,6268.0.html

lopex
August 26th, 2010, 06:30
You have done a great job.

Such an informative and well formed post!

Thank you for sharing that, it was wonderful of you.

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