Search found 214 matches
- Sun Sep 23, 2012 11:52 pm
- Forum: Programming & Software
- Topic: Sound garbage with small demo
- Replies: 34
- Views: 7620
Re: Sound garbage with small demo
Well, these *are* the actual sources. Hex file attached. It should play the tune from the Dr. Mario game, but all it produces is a fast "rap, rap, rap, rap", like a small sound sample is always repeated. It depends on VRAM contents, too, when I clear VRAM, rapping turns into yelling.
- Sun Sep 23, 2012 10:38 pm
- Forum: Programming & Software
- Topic: Sound garbage with small demo
- Replies: 34
- Views: 7620
Sound garbage with small demo
Because my work-in-progress produces sound garbage by itself, I think I'm missing some initialisation. I reduced it to a simple example, taking tune and patches from the Dr Mario example game. I use the latest kernel from svn trunk, which works fine with the games I compiled myself. #include <avr/io...
- Sat Sep 22, 2012 12:56 pm
- Forum: Programming & Software
- Topic: Mode 3 maximum tile count
- Replies: 3
- Views: 1688
Re: Mode 3 maximum tile count
Sorry, my confusion hasn't ended. What I currently think mode 3 works is as follows, please correct me where I'm wrong: * Screen RAM is 32x32 (30x28 viewport), with 8-Bit indices to tiles. * There is some configureable border in tile index where ROM tile indices end and RAM tile indices start. * Vid...
- Fri Sep 21, 2012 10:58 pm
- Forum: Programming & Software
- Topic: Mode 3 maximum tile count
- Replies: 3
- Views: 1688
Mode 3 maximum tile count
Hi, I'm new to uzebox and currently doing some artwork for an upcoming game. What I haven't found out from the documentation is how many different tiles are possible in video mode 3 simultaneously. 256? Or 256 for background plus RAMtiles for sprites? Or another number + RAMtiles for sprites? How do...