It seems most nsf just use a 60 hrtz playback rate. Just wondering how many nsf's dont. (like alot or can I pretty much just set my nsf player to 60 hrtz)
Probably games released in Europe only such as Elite, The Lion King, and a few others.
Ya I realised that. But i'd be using a ntsc cpu/apu so those wouldnt sound correctly anyway. (iirc the pal processors have a different pitch table)
Even then, there's a seperate PAL frequency setting in the nsf specification. How many NSFs have you listened to in PAL mode lately?
euhm....if your using a real 2a03 you cant just flip on pal mode. And I dont listen to alot of pal tunes.
Well, a PAL game running on NTSC will sound too fast and too high. A NTSC game running on PAL will sound too slow and too low (altough MANY commercial games weren't fixed, or some fixed only speed or only pitch).
Anyway the plan is not to listen to too many pal tunes if they've been ripped in ntsc. (It seems most tunes are ripped from the ntsc rom) So ya.
There are VERY few. When I was making my NSF player, I looked into this. Out of the hundreds I scanned, I think there were 2 that used an unusual playback rate (not 50 or 60Hz). If your NSF player is going to respect the speed field in the NSF header (there are plenty of players that ignore it), watch out for screwed up values too. Some NSFs have it zeroed, or even have the bytes swapped (!).
In that case......i'm just gonna set it to perma 60 hz. Unless the nsf's turned out to be: megaman 2, journey to silius (those just HAVE to play
)
Ha, I was the idiot making the NSFs with the freq bytes swapped. My template header was wrong for a while.
I remember a couple games that used 30hz playback, I noticed when making my NSF player. 720 was one of them, I forget what the other was.
"Slayers Next - Give A Reason" (by DJ Bouche) uses 75Hz. Can't think of any others offhand.
Dwedit wrote:
"Slayers Next - Give A Reason" (by DJ Bouche) uses 75Hz. Can't think of any others offhand.
- Would it be playable on a modified NES, for NSFs?
I've always wondered how 120Hz would be doable by using a IRQ system that would trigger arround scanline 130 to call a second time the music code. This would allow a more precition in volume enveloppe, pitch slides, vibratoes, etc.... But so few NSF players would support that.
With a mapper that would support M2 counter, pretty much any rate is possible, but then if the counter is taken for the music driver it can't be used for graphics effects.
Bregalad wrote:
I've always wondered how 120Hz would be doable by using a IRQ system that would trigger arround scanline 130 to call a second time the music code. This would allow a more precition in volume enveloppe, pitch slides, vibratoes, etc.... But so few NSF players would support that.
With a mapper that would support M2 counter, pretty much any rate is possible, but then if the counter is taken for the music driver it can't be used for graphics effects.
If you're just talking about NSFs and not in-game music (it's hard to tell, you are mixing up the two ideas), all you have to do is change the speed in the NSF header ... no IRQs needed. NSF players SHOULD support that already, though not all do.
Of course, implementing it in a game instead is more tricky, as you have said.