Search found 25 matches
- Tue Mar 17, 2020 12:41 pm
- Forum: NESdev
- Topic: NES zapper + LCD
- Replies: 80
- Views: 70786
Re: NES zapper + LCD
Many of us have tried using the NES zapper, to no avail. The problem in today market is that TVs are too different and there are way to many variables we need to consider. At the bare minimum, a new style zapper has to be created. The hyperkin light gun I believe removes the 15hz light filter (or at...
- Tue Jan 14, 2020 9:57 am
- Forum: NES Graphics
- Topic: Free NES assets
- Replies: 9
- Views: 15327
- Wed Jan 08, 2020 8:39 am
- Forum: NES Graphics
- Topic: Creating a Widescreen (16:9) NES-like Music Video
- Replies: 22
- Views: 15111
Re: Creating a Widescreen (16:9) NES-like Music Video
One of the things we had to do as kids was mess with the VHold knob on the back of the TV when playing games to constantly hide the distractions. That sure sounds to me like your TV was miscalibrated. Maybe someone had screwed around with the service menu at some point in the past, or if it was a T...
Re: 3DNes
I mean when a new tile appears at the left or right of the screen, it just appears, giving a weird jaggedness on the edges every 8 pixels moved. This is because the 3d area only accounts for 32 tiles. By "predicting" the future, you can see passed the 32 tile screen limit, there by blocks at the edg...
- Mon Dec 16, 2019 1:03 pm
- Forum: NES Graphics
- Topic: Creating a Widescreen (16:9) NES-like Music Video
- Replies: 22
- Views: 15111
Re: Creating a Widescreen (16:9) NES-like Music Video
How much overscan gets applied is dependent on the TV. Shipped CRT SDTVs never reduced overscan to more than 224 scanlines. However, later TVs did move which 224 scanlines were shown. Earlier TVs (70s? 60s?) displayed a good deal less than 224 scanlines. Some TVs certainly did go beyond 224 scanlin...
- Mon Dec 16, 2019 12:10 pm
- Forum: NES Graphics
- Topic: Creating a Widescreen (16:9) NES-like Music Video
- Replies: 22
- Views: 15111
Re: Creating a Widescreen (16:9) NES-like Music Video
All I am saying, is NES renders at 256x240, not 224, to fill a US 60hz screen. How much overscan gets applied is dependent on the TV. Some CRTs had no overscan whatsoever (Which made broadcasting television very annoying because you could see the encoded information at the bottom) My point was reall...
- Mon Dec 16, 2019 11:45 am
- Forum: NES Graphics
- Topic: Creating a Widescreen (16:9) NES-like Music Video
- Replies: 22
- Views: 15111
Re: Creating a Widescreen (16:9) NES-like Music Video
No, concealing would depend on your TV's overscan. The hardware still renders into a 256x240 buffer, so it was up to the developer to decide whether or not to render black tiles (or even garbage tiles) to compensate for the overscan, or to just draw the entire scene at the 240 and use a safe zone to...
Re: 3DNes
I have a question peeking my curiousity, have you though about trying to "predict" the future to allow for smoother scrolling?
- Mon Dec 16, 2019 6:17 am
- Forum: NES Graphics
- Topic: Creating a Widescreen (16:9) NES-like Music Video
- Replies: 22
- Views: 15111
Re: Creating a Widescreen (16:9) NES-like Music Video
Native SDTV resolution is 4:3. The NES and SNES (and sometimes the Genesis and TG16) draw 256x224 pixels to fill a US 60Hz screen. But 256÷224 isn't 4÷3, so every pixel is a little wide. At the NES's native pixel aspect (which is 8:7), you'd need 14:9 in source pixels, or 256x165. Or, since it's fa...
- Mon Dec 16, 2019 6:09 am
- Forum: NESdev
- Topic: NES zapper + LCD
- Replies: 80
- Views: 70786
Re: NES zapper + LCD
I assume the gun just has a less light tolerance filter, where the original was specifically looking for 15hz light, the Hyperkin one just looks for light (meaning lightbulb trick revival) A friend and myself played around with tweaking the original zapper to remove the filter, but we could not come...
- Thu Dec 12, 2019 12:41 pm
- Forum: NESdev
- Topic: BizHawk Lua script for visualizing NES hardware sprites
- Replies: 14
- Views: 14701
Re: BizHawk Lua script for visualizing NES hardware sprites
Does your Windows/Firewall/Antivirus have a security setting blocking unknown dlls?
- Thu Dec 12, 2019 12:26 pm
- Forum: NESdev
- Topic: looking for a coder[paid]
- Replies: 65
- Views: 28949
Re: looking for a coder[paid]
I agree with knight0fdragon. For changes like that, it might end up cheaper to rewrite the entire game. Compared to tracking down and fixing a bug in a rom??! I can't think of any situation where that might be true. When the bug is the game's engine itself, reverse engineering the engine from byte ...
- Thu Dec 12, 2019 7:27 am
- Forum: NESdev
- Topic: BizHawk Lua script for visualizing NES hardware sprites
- Replies: 14
- Views: 14701
Re: BizHawk Lua script for visualizing NES hardware sprites
Is your windows 7 64 bit? You are probably using the 64 bit lua dll when you need the 32 bit one for windows XP
- Tue Dec 10, 2019 2:04 pm
- Forum: NESdev
- Topic: looking for a coder[paid]
- Replies: 65
- Views: 28949
Re: looking for a coder[paid]
A lot of those games have tiny fixes though. I have played the Zelda one, and it isnt as simple as "oh, they did not retain the a register here" If you know something about 6502, run it though a disassembler and just try to see if you can understand what goes on lol.
- Mon Dec 09, 2019 11:36 am
- Forum: NESdev
- Topic: looking for a coder[paid]
- Replies: 65
- Views: 28949
Re: looking for a coder[paid]
You are better off just rewriting the game from the ground up. The Chinese port is riddled with bugs and the text is in Chinese as well as not related to the story,