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FamiTracker > General > Bug Reports & Feature Requests > request: dual 2a03 (nintendo arcade game hardware) Owner: kingcandy New post
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request: dual 2a03 (nintendo arcade game hardware) Posted: 2015-01-09 23:15 Reply | Quote
kingcandy



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#64794
Hello,
A few nsfs, spesificly those from nintendo's mid 80s arcade releases, contain a second 2a03 chip. This increases the polyfonito 10 channels with the same instruments.
JSR, could you add support for a second 2a03 chip as an expantion?

Posted: 2015-01-09 23:23  (Last Edited: 2015-01-09 23:35) Reply | Quote
Xyz_39808

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#64795
"arcade nsf" is not a thing that exists. Double 2a03 is not a thing that is allowed in the .nsf specification.

It IS however, allowed in the .vgm specification. But I don't think FT is meant to target .vgm creation

[edit: helpful tool]

JSR DID however make a tool to play 2 FT instances at once [url=http://famitracker.com/forum/posts.php?id=292&pid=7512#7512]http://famitracker.com/forum/posts.php?id=292&pid=7512#7512 There just isn't any .nsf export because, again, 2x2a03 is NOT allowed in .nsf format. You'd just have to export each file as a .wav and then mix both together in an audio editor.

Posted: 2015-01-10 00:13  (Last Edited: 2015-01-10 00:14) Reply | Quote
jrlepage
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#64796
There is also a way to log each NSF to VGM using a [url=http://vgmrips.net/forum/viewtopic.php?f=3&t=998]specially-crafted version of NEZPlug++, and then merge those two VGMs using the vgmmerge utility.

The tool can be found within the VGM toolset [url=http://vgmrips.net/forum/viewtopic.php?f=3&t=207]here.

[url=https://dl.dropbox.com/u/1287967/djtBMX_vgmmergetest.vgm]This is the kind of stuff vgmmerge lets you achieve, so as you can see it's pretty powerful.

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Posted: 2015-01-10 02:32 Reply | Quote
kingcandy



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#64801
how do you explain why both triangle channels were logged in the nsf of the arcade version of donkey kong 3?

Posted: 2015-01-10 02:40  (Last Edited: 2015-01-10 02:45) Reply | Quote
cak

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#64802
arcade version = not nsf
Unless you're talking about arcade machine code adapted for NES, in which case the NES couldn't play the extra audio. It's simply not possible...this is why it won't be possible on Famitracker.

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Posted: 2015-01-10 03:51 Reply | Quote
Xyz_39808

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#64806
Please provide a link to this elusive donkeykong3.nsf

Posted: 2015-01-10 05:00 Reply | Quote
kingcandy



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#64811
in gil gallet's nsf archive, it is donkey kong 3 (arcade) (1983)(nintendo r&d1)(nintendo).nsf.


Posted: 2015-01-10 05:32 Reply | Quote
VinylScratch

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#64813
First off, it's spelled [url=http://gilgalad.arc-nova.org/NSF-Archive/d/]Gil Galad.
Second off, according to NSFPlay, that NSF uses the MMC5 and VRC6 expansions.
Third off, any song in the [url=http://youtu.be/vULU7m66Ig4?t=20s]original arcade game that uses two triangles at once has one of the parts replaced by a square channel in the NSF.

FamiTracker can only do what the NSF format allows for. There is not a single NSF in existence that uses dual 2A03's. So yeah, it's not possible.

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Posted: 2015-01-10 06:17 Reply | Quote
Xyz_39808

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#64816
There aren't any 2x2A03 nsf's because it is literally in conflict with what it means to be an nsf file.

[url=http://kevtris.org/nes/nsfspec.txt]http://kevtris.org/nes/nsfspec.txt

There is no bit at address 0x007B to set which adds another 2A03 (bit6 will more than likely be the Mitsubishi M50805 and bit7 will more than likely be the Jaleco uPD7756C)

Posted: 2015-01-10 13:18 Reply | Quote
jsr
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#64822
The way to make arcade music would be to simply create two NSFs and mix them together, as already explained.

So far I've only targeted what's possible with the NSF format, but it doesn't have to stay that way. Would anyone use multiple 2a03 chips and VGM export though?

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Posted: 2015-01-10 13:56  (Last Edited: 2015-01-10 13:57) Reply | Quote
jrlepage
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#64823
I've worked on a couple 2x2A03 projects in the past myself, but never completed any of them. I was planning on going the NSF export>log to VGM>vgmmerge route.

That's just me though~

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I record (some) NSFs on hardware. Feel free to [url=http://www.famitracker.com/forum/posts.php?id=3633]request a hardware render.
Posted: 2015-01-12 04:14 Reply | Quote
dipsocket



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#64863
I have a VS dualsystem board so I was thinking about this possibility earlier. The VS board uses processor interrupts along with a shared memory bank for inter-processor communication. What you could do is have a small program running on the slave 2a03 that waits for interrupts from the master to read commands from the shared memory. Seems like it would be quite a bit of work to implement in player programs though.

Posted: 2015-01-12 05:32 Reply | Quote
kingcandy



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#64866
I have no idea about the mitsubishi chip, I know the jaleco one was used in a few baseball games (the japanese version of bases loaded perhaps?) do you have a list of games using these chips?

Posted: 2015-01-12 06:14 Reply | Quote
Xyz_39808

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#64868
[url=http://wiki.nesdev.com/w/index.php/List_of_games_with_expansion_audio]http://wiki.nesdev.com/w/index.php/List_of_games_with_expansion_audio

Posted: 2015-01-12 19:47 Reply | Quote
kingcandy



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#64872
thanks. I wonder what the mitsubishi and NEC chips sound like.

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