Search found 2837 matches
- Sat Oct 01, 2022 11:17 am
- Forum: NES Hardware and Flash Equipment
- Topic: Developing cheap FPGA replacements for NES CPU & PPU?
- Replies: 14
- Views: 3137
Re: Developing cheap FPGA replacements for NES CPU & PPU?
There is a change log topic on the MiSTer forum. It isn't necessarily every single core change ever but you can see some of the changes from one version to another. https://misterfpga.org/viewtopic.php?t=147 I don't suspect the CPU and PPU get updates very often at this point. Infact some of the CPU...
- Fri Sep 30, 2022 1:49 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Developing cheap FPGA replacements for NES CPU & PPU?
- Replies: 14
- Views: 3137
Re: Developing cheap FPGA replacements for NES CPU & PPU?
In theory nothing should prevent someone from taking the NES MiSTer core and breaking it down into CPU and PPU modules for a different FPGA. It would take some effort and time to get it done but it seems possible. But Calima is correct that as soon as an open source clone is available to program ont...
- Fri Sep 30, 2022 1:37 pm
- Forum: Reproduction
- Topic: Almana no Kiseki FDS to MMC1 Repro Problem
- Replies: 11
- Views: 18052
Re: Almana no Kiseki FDS to MMC1 Repro Problem
The commonly found FDS file for the game is no longer the version I based the original patch files on. I updated my patch archive (on my website) to include patches for the version commonly found today. It is the file found in the NoIntro set.
- Wed Dec 16, 2020 2:59 am
- Forum: Other Retro Dev
- Topic: Why did PC Engine/Turbografx 16 games use so few colors?
- Replies: 25
- Views: 19496
Re: Why did PC Engine/Turbografx 16 games use so few colors?
It would depend on your definition of emulation, but FPGA implementations of consoles are often not considered emulation. Emulation is generally in reference to software interpreter programs, such as MAME, BSNES, Nestopia, etc. But if you just go with the definition of emulate then yes a FPGA is try...
- Wed Nov 25, 2020 2:16 am
- Forum: Other Retro Dev
- Topic: Super Magic Drive
- Replies: 10
- Views: 30730
Re: Super Magic Drive
Update time! I got hold of an old DOS 486 laptop with a real floppy controller. Got it working, even with the 1.6 MB special format! A bit of a hassle, but I dumped the disk with an application called DISK2IMG. Then I transferred the image from the old laptop via a PCMCIA CF-card adapter, the CF ca...
- Wed Nov 25, 2020 1:41 am
- Forum: SNESdev
- Topic: Are High SNES Homebrew Expectations Justified?
- Replies: 103
- Views: 51844
Re: Are High SNES Homebrew Expectations Justified?
I think a lot of the time people underestimate the other part of SNES (or insert any other system) homebrew. The part where you "make a game". Designing and developing and actually completing any game is a big task. Developing a game or any program on a platform you aren't used to is going...
- Mon May 20, 2019 6:51 pm
- Forum: SNESdev
- Topic: Fastrom patches?
- Replies: 77
- Views: 78870
Re: Fastrom patches?
Well Gradius III did end up getting the SA-1 treatment.
https://github.com/VitorVilela7/SA1-Roo ... radius-III
https://github.com/VitorVilela7/SA1-Roo ... radius-III
- Mon Mar 11, 2019 5:30 pm
- Forum: SNESdev
- Topic: Fastrom patches?
- Replies: 77
- Views: 78870
Re: Fastrom patches?
Optimization on stock hardware is more impressive. I agree, however given that SD2SNES supports SA-1 now it wouldn't be a bad alternative way to try to eliminate or reduce slowdowns in performance. Of course seeing what is possible with only enabling FastROM and optimizing some code has a special q...
- Wed Mar 06, 2019 9:05 pm
- Forum: SNESdev
- Topic: Fastrom patches?
- Replies: 77
- Views: 78870
Re: Fastrom patches?
Nice to see someone making progress on the idea of improving Gradius III.whicker wrote:For Gradius 3, look here:
http://www.romhacking.net/forum/index.php?topic=27609.0
- Tue Jan 15, 2019 2:36 pm
- Forum: Other Retro Dev
- Topic: Game doctor SF7 Help
- Replies: 3
- Views: 13466
Re: Game doctor SF7 Help
If you take a cheap PAL game and remove its CIC and replace the NTSC CIC chip inside the GDSF it will work. Otherwise if you do a lockout chip disable mod to the console that would work as well. You'll have to desolder the CIC from the PAL game but inside the GDSF it might be in a socket which would...
- Thu Dec 27, 2018 10:47 pm
- Forum: Other Retro Dev
- Topic: Game doctor SF7 Help
- Replies: 3
- Views: 13466
Re: Game doctor SF7 Help
Most Game Doctor SF units are NTSC. Is your CIC in the PAL console disabled or are you certain the CIC in the GDSF is a PAL CIC?
- Tue Jul 31, 2018 1:20 pm
- Forum: Newbie Help Center
- Topic: Editing ROM Instructions/ Creating Game Genie Codes?
- Replies: 21
- Views: 11490
Re: Editing ROM Instructions/ Creating Game Genie Codes?
LDA is the instruction Load Accumulator. It is the primary register on the 6502 cpu family. STA is Store Accumulator. X and Y are Index registers which can be used to access a memory location plus the value of the index. This way you can access a string or array of values by adding the index to the ...
- Mon Jul 30, 2018 12:37 pm
- Forum: Newbie Help Center
- Topic: Editing ROM Instructions/ Creating Game Genie Codes?
- Replies: 21
- Views: 11490
Re: Editing ROM Instructions/ Creating Game Genie Codes?
Put a write breakpoint on the address you say is $6120. Start your new game and watch for $0A to be written to the address. The breakpoint will stop execution whenever $6120 is written which it might be written to more than just once. You'll want to see when it has the value you want to replace bein...
- Sat Jun 09, 2018 7:35 pm
- Forum: Other Retro Dev
- Topic: How well can Metal Slug backgrounds be recreated with tiles?
- Replies: 113
- Views: 75027
Re: How well can Metal Slug backgrounds be recreated with ti
It seems that the only possible bottleneck is system RAM Of course it is,and as you can see, even with 24Mb of RAM(main+VRAM) the loadings are frequent(we can conclude there is a lot of VRAM transferts),so if you can have the benefit of a cartridge speed, you are inevitably limited by the amount of...
- Thu Mar 08, 2018 11:18 am
- Forum: NES Hardware and Flash Equipment
- Topic: Questforge mapper info
- Replies: 52
- Views: 48848
Re: Questforge mapper info
Yes. All the board appears to do is try to convert the 5V power supply to 3V for powering the 3V parts. It doesn't account for the different voltage levels of all signals like address and data lines.Bananmos wrote: But I'm guessing it's having the same problem with missing level translation?