If you notice, the triangle channel on Zoda's Revenge always does this bongo tap SFX, where the note being played is instantly played one octave higher for like .05 of a second.
How did they accomplish this? I doubt they just plained tracked it. I assume they did some coding to preform this.
Well, they did this by writing some frequency in the triangle channel $400a and $400b, then writing another the frame just after it.
MCK would call this "note enveloppe".
I don't see your point here.
Likewise, on NT2, try setting an instrument's arpeggio X/Y/Z to C/C/C, 0/C/C, or 0/0/C, and turning ON! the last two unlabeled instrument settings (Arpeggio down and Arpeggio non-looping)
(checks his own NSFs for non-looped descending arpeggios)
dy-covers.nsf track 8, at 0:38, channels 1 and 2
dy-covers.nsf track 11, at 0:46, channel 3
dy-covers.nsf track 15, throughout, channels 1 and 2
Opentris.nsf track 1, various points, channel 2
Opentris.nsf track 3, at 1:20, channel 2
Opentris.nsf track 9, various points, channels 2 and 3
Opentris.nsf track 11, throughout, channel 3
Star Tropics 2's triangle channel code is kinda wacky too. Out of all the NSFs in my NSF player, it's the only one that make an attempt to control the volume of the triangle channel by using the $4011 register (carefully ramping it up and down). I haven't played the cart, but on emulators it seemed hardly even noticeable.
Yeah. That's why I love ST2, it's so experimental with the NES.
It's like one of the only NES games to use a full set of sprites for the character instead of using mirrorring and stuff on the image.
All Enix games I've played (Dragon Quest and Just Breed) doesn't mirror the sprite when they watch left&right, because they always hold the sword in their good hand.
The Dragon Warrior series does re-use 8x8 tiles by flipping them.
Dragon Quest 1 didn't even let the character change direction!
Ah.
Yeah it's pretty cool.
Mike always stands with his right hand out, and he always uses it to throw things.
I always assumed that Dragon Warrior did that by having the weapon as a separate sprite and mirroring the player only.
No, all Dragon Quest games (exept the japanese verion of the first obviously) have full sprites for all 4 directions for each character having a weapon, however, the nonplayable characters having no wepon does mirror left/right.
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I always assumed that Dragon Warrior did that by having the weapon as a separate sprite and mirroring the player only.
No Dragon Warrior games does this, but the NES game I'm doing does this method (it actually mirrors everything for left/right, but the order of the sprites is not the same). It also allow the weapon to have a different color.