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@xromdev/nsf

v0.1.0

Published

Play NES music from NSF files: the game's own driver on a 6502, writing into the APU.

Readme

@xromdev/nsf

Play NES music from NSF files in TypeScript: the game's own music driver running on @xromdev/cpu6502, writing into @xromdev/apu.

.nsf → the 6502 runs INIT, then PLAY sixty times a second
     → every write to $4000–$4017, at the cycle it was made
     → the APU → samples

Nothing here knows how any game stores its music — the driver in the file does that, exactly as it did in the cartridge. So it plays any NSF, and every write lands in the chip at the moment inside the frame that the CPU made it (which matters for drivers that stream PCM through $4011).

  • Header parsing: title, artist, songs, load/init/play, play rate, region, bankswitching, expansion chips.
  • Bankswitched files ($5FF8–$5FFF), WRAM at $6000, $4015 reads answered by the real chip state, DMC samples read from the file.
  • Streaming (NsfPlayer.render) for live playback, offline (renderNsf) for a buffer — plus every APU write with its time.

Try it: xrom.dev/utils/nsf — drop an NSF and listen.

Install

npm install @xromdev/nsf

Use

import { renderNsf, NsfPlayer, parseNsf } from '@xromdev/nsf';

const file = new Uint8Array(await (await fetch('/music.nsf')).arrayBuffer());
console.log(parseNsf(file)); // { title, artist, songs, playHz, expansion, … }

// Offline: 30 seconds of song 1, and every register write the driver made.
const { samples, sampleRate, writes } = renderNsf(file, 1, 30);

// Live: pull blocks as the audio side needs them.
const player = new NsfPlayer(file, { sampleRate: 48000 });
player.start(2);
const block = new Float32Array(128);
player.render(block);

writes is a plain list of { time, address, value } — the same input @xromdev/apu's renderWrites takes, so a song can be decoded once and replayed, edited, or drawn.

Options

| option | default | | |---|---|---| | sampleRate | 44100 | | | oversample | 2 | Chip rate multiple, averaged down. | | gain | 2.2 | Master level. | | voiceLevels | [1,1,1,1,1] | Per-channel faders: pulse 1, pulse 2, triangle, noise, DMC. | | filters | true | The console's output filters. | | onWrite | — | Called with every APU write and its time. | | maxCallCycles | 10 000 000 | A routine that runs longer is abandoned rather than hanging the player. |

player.apu is the chip itself — player.apu.snapshot() gives its counters, and player.renderLevels() the per-channel levels for drawing oscilloscopes.

Not supported

  • Expansion audio: VRC6, VRC7, FDS, MMC5, N163, Sunsoft 5B. parseNsf lists what a file needs in expansion; only its 2A03 part is played.
  • NSF2 and NSFe extras (per-track lengths, playlists, IRQ-driven playback).
  • PAL timing of the chip itself (a PAL file's play rate is honoured).

Development

npm install
npm test   # NSF files assembled byte by byte in the tests — no one's music needed

License

MIT © Oleksandr Maksymov