Pornotracker is now Musetracker

I decided to rename Pornotracker to Musetracker (despite formerly claiming not to do so). Not because some religious folk were offended by the name, but because I may want to include it in my resume some day, and I don’t think the former name would leave a good impression. :-) I also changed the version numbering scheme from the usual “dotted” form (v1.2.3) to a simple counter (v123), since my use of the dotted form has been very inconsistent.

You can download Musetracker v15 from here, but there have not been any changes besides the name change and a new background image.

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NES platformer engine work

I’ve resumed working on my NES game engine after a long while. I don’t presume a lot of people will be reading this, but it’s a nice way of keeping track of how things progress.

Couple of days ago I decided to start working on a NES map editor, seeing that there very few NES specific map editors available, none of which fulfilled my requirements. Fortunately, after some research I found Tiled, which is a very nice, generic map editor with a good user interface (a rarity). It is simple, but very flexible. The map and tileset data can be exported as XML, so it’s easy to convert to NES specific formats. I already wrote a Python tool to convert *.tsx files (and the images referenced within) to metatile and CHR data and another tool for converting the *.tmx files, which contain the actual map data. I tested the tools by taking a picture of a map from Batman (from here), converted it using tools provided with Tiled (with slight modifications) to a TMX map. All worked well.

The only real issue I have with Tiled is that adding properties to a lot of tiles is not very easy. Each tile needs to be individually right-clicked, a new dialog opened and the property name and value manually typed in. Manually editing the XML files solves this problem to some extent.

After finding a reasonable solution for editing maps, I started looking for a good pixel graphic and animation tool. Unfortunately, I haven’t found the perfect candidate yet. GraphicsGale is the best so far. It has almost everything I want, except features for editing hotspot and collision points. In fact, I couldn’t find any editor which would allow that and exporting said data. I may settle with placing the collision points on a different layer, then exporting that layer separately from others. Or maybe I’ll write code to parse the *.gal file directly if I can find the file format specification somewhere. Anyway, this is not a huge problem.

Finally, I researched and implemented a better camera system for the engine. I posted about it here. It still needs some work, but it’s already a lot better than the old system which simply followed the player rigorously.

Today I decided to start looking for some good placeholder sprites for the player itself and settled on a sprite from Shatterhand. I found a sprite sheet here. Cutting the frames out of the image to form an animation is kind of a pain, because the sprite sheet doesn’t contain any information about the hotspots of the frames. I simply aligned the frames so that his head stays still, although I’m still not sure if that’s correct. Result can be seen on the right.

After converting the sprite and putting it in the engine, the next task I’m planning to do is to get object data exporting working from Tiled, design a simple enemy and finish the level object spawning code. After all of this is done (shouldn’t take more than a week if I can stay motivated) the engine would be in a pretty good shape.

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Save State Mappers v1.5

Save State Mappers v1.5 released. Changes are detailed in the previous post.

Download from here.

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New version of Save State Mappers coming soon

There will not be any new releases in the near future, unless some critical bug surfaces.

Yeah, right. There will be a new version of the Save State Mappers soonish.

Changes/fixes are:

  • Minor sound register initialization issue fixed (affected Megaman 1 and 2).
  • Added SUROM support to MMC1 (fixes Dragon Warrior 3 and 4).
  • Changed soft reset behavior (Start+A+B) so that if the buttons are held down for less than a couple of seconds, it resets the game (i.e. goes to the Save State Mappers menu) instead of going to the PowerPak menu. Screen turns red to indicate when the buttons have been held down long enough.
  • Fixed the DPCM controller corruption problem which affected the NTSC NES (and Famicom), so turbo can be used in games that use DPCM samples, such as Contra, Batman, etc.
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Save State Mappers v1.4.2

v1.4.2 released. There will not be any new releases in the near future, unless some critical bug surfaces.

Download: http://kkfos.aspekt.fi/downloads/save-state-mappers-1.4.2.zip

Changes:

  • MMC3 IRQ fixed (hopefully once and for all).
  • Fixed saving in games with 16K PRG (Excitebike, etc).
  • A lot of bugs fixed from saving/loading in general.
  • Added an option to skip the menu by holding down A before it is shown.

Special thanks to Travis Miniard for extensive beta testing and bug reports!

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Bug fixes

There was a semi-serious bug in MUSE v01, so I decided to release a new version. There was also a small bug in Pornotracker’s MUSE export, so I released v1.4.1 of that as well. Might be a good idea to make a separate tool out of the MUSE exporter so I don’t have to release a new version every time a bug is found from MUSE…

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New releases

New releases:

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Pornotracker v1.3

As the topic says, less than two weeks after the release of v1.2 here’s Pornotracker v1.3. Most of the changes are detailed in this post. In addition, NSF timing was modified to 100% cycle perfect, meaning each sample write falls on exactly the cycle it’s supposed to be on (there was some minor drifting in the previous versions). There are some other changes as well, see the change log for those.

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Save State Mappers v1.3.2

Turns out palette loading was completely broken in v1.3.x of the Save State Mappers (in fact, it wasn’t loading the palette at all). This new release fixes the problem. It also waits for release of Start+A+B before resetting, to fix another small issue. As usual, grab it from here.

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More Pornotracker

I’ve worked a lot on Pornotracker since the v1.2 release, next version may come out pretty soon. Here are some of the changes/additions:

  • FamiTone text export. FamiTone is a relatively lightweight NES music replayer that can be used in games and demos.
  • Software synthesized pulse/saw on the PCM channel. Can be used to make some nice SID style sounds. There’s a fair amount of aliasing with high frequencies because of the low sampling rate (no, I didn’t attempt anti-aliased waveform generation on 6502…), but I think it’s usable.
  • Volume and duty envelopes can now be edited in coarse or fine mode. Coarse mode is for the default NES channels (4 and 2 bit resolution, respectively), and fine mode is for the software synthesized pulse/saw channel (8 bit resolution).
  • Maximum number of instruments was increased to 255.
  • Likewise, maximum envelope length was increased to 250.
  • The PCM samples are now loaded in the normal instrument slots. Old tunes (all five or so of them that exist in the universe) will be converted automatically at load time.
  • Instrument envelopes can be copy&pasted to Windows clipboard, for example to edit them manually MML style, or to make quick duplicates.
  • DPCM sample support. Currently they can be loaded and played at one of the available 16 frequencies. Note maps (like in FamiTracker and NerdTracker) are not supported yet. DPCM samples are loaded in the normal instrument slots as well.
  • The iNES export option will be removed at least temporarily. It’s just too much work to maintain three separate players. There’s not much use for this feature anyways because of the NSF export option.
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