Search found 25 matches

by knight0fdragon
Tue Mar 17, 2020 12:41 pm
Forum: NESdev
Topic: NES zapper + LCD
Replies: 80
Views: 60726

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...
by knight0fdragon
Tue Jan 14, 2020 9:57 am
Forum: NES Graphics
Topic: Free NES assets
Replies: 8
Views: 11151

Re: Free NES assets

nocash wrote:
Mon Jan 13, 2020 8:40 pm
On the stonelands picture... I am lost... what are floors and what are walls?
These are free assets, they are whatever you make them out to be haha.
by knight0fdragon
Wed Jan 08, 2020 8:39 am
Forum: NES Graphics
Topic: Creating a Widescreen (16:9) NES-like Music Video
Replies: 22
Views: 8850

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...
by knight0fdragon
Wed Jan 08, 2020 8:30 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 197418

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...
by knight0fdragon
Mon Dec 16, 2019 1:03 pm
Forum: NES Graphics
Topic: Creating a Widescreen (16:9) NES-like Music Video
Replies: 22
Views: 8850

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...
by knight0fdragon
Mon Dec 16, 2019 12:10 pm
Forum: NES Graphics
Topic: Creating a Widescreen (16:9) NES-like Music Video
Replies: 22
Views: 8850

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...
by knight0fdragon
Mon Dec 16, 2019 11:45 am
Forum: NES Graphics
Topic: Creating a Widescreen (16:9) NES-like Music Video
Replies: 22
Views: 8850

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...
by knight0fdragon
Mon Dec 16, 2019 10:20 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 197418

Re: 3DNes

I have a question peeking my curiousity, have you though about trying to "predict" the future to allow for smoother scrolling?
by knight0fdragon
Mon Dec 16, 2019 6:17 am
Forum: NES Graphics
Topic: Creating a Widescreen (16:9) NES-like Music Video
Replies: 22
Views: 8850

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...
by knight0fdragon
Mon Dec 16, 2019 6:09 am
Forum: NESdev
Topic: NES zapper + LCD
Replies: 80
Views: 60726

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...
by knight0fdragon
Thu Dec 12, 2019 12:41 pm
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 11914

Re: BizHawk Lua script for visualizing NES hardware sprites

Does your Windows/Firewall/Antivirus have a security setting blocking unknown dlls?
by knight0fdragon
Thu Dec 12, 2019 12:26 pm
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 21791

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 ...
by knight0fdragon
Thu Dec 12, 2019 7:27 am
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 11914

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
by knight0fdragon
Tue Dec 10, 2019 2:04 pm
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 21791

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.
by knight0fdragon
Mon Dec 09, 2019 11:36 am
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 21791

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,