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#21854 07/11/05 10:59 PM
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J
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Any news on speeding up the win32 oscilloscope, which was "on the todo list" several versions ago? wink

#21855 07/12/05 12:49 PM
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Several multi-expansion NSFs can be found in recent Famicompo entries.

#21856 07/13/05 06:49 AM
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R
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That's cheating. If I ran a compo like that I'd limit it to real-world hardware configurations smile

#21857 07/13/05 08:22 AM
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I scanned all the NSFs from the Famicompo vol. 1 and vol. 2 and none used only the N106 and VRC6 simultaneously.

#21858 07/15/05 02:58 AM
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Quote
Originally posted by blargg:
Speedy Boris, it looks as if you need emule (or edonkey) to get it now. I've never used those programs. It was probably taking too much bandwidth otherwise.

It's pretty simple to fix them with a hex editor as I described (send me a private message for further help). I think I'll update the sound engine to allow ignoring the sound chip flags (so you can play these incorrect files, as apparently the previous engine did) and get it to the AO team before the next release.
At least post the trouble ones.

#21859 07/16/05 04:12 AM
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I made a zip archive of Die Hard, Doki Doki Yuuenchi, Indiana Jones and the Last Crusade, and Power Blade. If someone contacts me with a place to host the entire 4MB RAR of Kevin Horton's NSF rips, I'll provide it and post a link. I don't have 4MB of web space and bandwidth to host it myself.

#21860 07/16/05 04:22 AM
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R
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4MB? I imagine Richard can handle that.

#21861 07/16/05 09:00 PM
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Erm, you included the wrong "Doki Doki" title there, blargg. The one that crashed AO for me was Doki Doki Panic (the precursor to Super Mario 2), not Yuuenchi. Then again, maybe they BOTH don't work. I dunno. Thanks for the others, though!

#21862 07/17/05 05:00 AM
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That's the only "Doki Doki" I had. I figured it might be the one. ... I just researched it and Doki Doki Panic uses Famicom Disk System sound, which isn't supported by the new NSF sound engine.

Also I just want to point out that AO isn't crashing, rather an assertion (check for possibe bug) inside is failing which is quitting the program immediately. Basically there's a part that says "such-and-such should be the case here; if it's not, quit the program immediately". A fine point maybe, but to me a crash is when a program makes a bad memory access or goes haywire internally. Both are due to a bug, but the latter is more serious than the former. And just to avoid misrepresentation, my only involvement with Audio Overload development is my authorship of the NSF and GBS sound engines it now uses; I have not worked on the main program at all.

#21863 07/17/05 10:55 AM
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R
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The assertion is fixed, incidentally (although not in a public build yet).

BTW, were you planning to support more of the add-on NES hardware like FDS or VRC7?

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