Search found 33 matches

by dienben2020
Mon Jan 04, 2021 12:06 am
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 40
Views: 15755

Re: Fceux Qt/SDL Port Testing

Hello,

Thanks for all the efforts! Just downloaded and will use today!

Ben
by dienben2020
Sun Nov 15, 2020 7:40 am
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 40
Views: 15755

Re: Fceux Qt/SDL Port Testing

Hello, First, thank you very much for your answer and your time dedicated to create tools for the community! I've downloaded the following release: https://ci.appveyor.com/api/projects/zeromus/fceux/artifacts/fceux-2.2.3-Darwin.dmg?branch=master&job=MacOS and it works!! I've run basic checks: - load...
by dienben2020
Sat Nov 14, 2020 2:56 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 40
Views: 15755

Re: Fceux Qt/SDL Port Testing

Hello,

For info, I'm on Mac, just migrated to Big Sur, and the latest build crashes. I'm usingthe build with the git revision starting with a6df86 for now.

Tell me if I can help.

Regards,

Ben
by dienben2020
Mon Nov 09, 2020 2:15 am
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 40
Views: 15755

Re: Fceux Qt/SDL Port Testing

I’m still looking for some more beta testers for this. For Linux or Mac fceux users out there, any feedback on the new Qt/SDL port of fceux would be most appreciated. Hello, I can make some test for Mac... To test, I can get the code in git ( https://github.com/TASVideos/fceux )? Is it what you exp...
by dienben2020
Sat Nov 07, 2020 3:01 am
Forum: NES Music
Topic: FamiStudio NES Sound Engine in C with MMC1: sample issue
Replies: 0
Views: 2757

FamiStudio NES Sound Engine in C with MMC1: sample issue

Hello, I'm working to use Famistudio in C with MMC1 support. It works, except the DPCM support. MMC1 seems to works fine, I'm able to switch the miroring of the screen in game. I load the music etc... in Bank6, switch the bank when I run the music etc... Music is working fine, SFX too... but not the...
by dienben2020
Thu Oct 29, 2020 5:16 am
Forum: Newbie Help Center
Topic: Zelda 1: understanding the 'scrolling'
Replies: 8
Views: 3436

Re: Zelda 1: understanding the 'scrolling'

Hi,

Thanks a lot. I will try to understand how to use the MMC1 and create the same effect!

Regards,

Benoit
by dienben2020
Tue Oct 27, 2020 11:39 am
Forum: Newbie Help Center
Topic: Zelda 1: understanding the 'scrolling'
Replies: 8
Views: 3436

Zelda 1: understanding the 'scrolling'

Hi, I'm trying to understand the scrolling of Zelda 1: https://drive.google.com/uc?export=view&id=1dCt7XOgb-dWtySTltxlCYV68avawrFPt I'm using FCEUX (on Mac) to display the name table. Tuxnes http://tuxnes.sourceforge.net/nesmapper.txt says that the mapper is a MMC1, H mirroring, 128K of ROM and no C...
by dienben2020
Tue Oct 27, 2020 10:54 am
Forum: NESdev
Topic: FCEUX on Mac?
Replies: 21
Views: 10227

Re: FCEUX on Mac?

Hi,

Thanks for the tip, I'm launching now FCEUX at the end of my compile script :D

I will dive into the debugger documentation too.

Regards,

Ben
by dienben2020
Mon Oct 26, 2020 3:05 am
Forum: NESdev
Topic: FCEUX on Mac?
Replies: 21
Views: 10227

Re: FCEUX on Mac?

Hi Mjbudd77 , First, thank you very much for your involvement for the project. My current feedbacks, but I've not used a lot FCEUX. I'm beginner, and I program in C... FCEUX works well for me on Mac. I'm able to see the name table, etc... I'm trying to understand how to use the debugger... I would l...
by dienben2020
Tue Oct 20, 2020 10:55 pm
Forum: Newbie Help Center
Topic: Changes to background tiles showing on all screens
Replies: 13
Views: 4071

Re: Changes to background tiles showing on all screens

Hello, @unregistred: thanks for your comment. I completly agree with you, that's why I've said that I don't undertsand how it works (the neslib, I mean). I've just tried things until it works. What I see is, perhaps, the one_vram_buffer(128, NTADR_A(2+counter_1,2)); is very long (NTADR_A ???), need ...
by dienben2020
Tue Oct 20, 2020 9:30 am
Forum: Newbie Help Center
Topic: Changes to background tiles showing on all screens
Replies: 13
Views: 4071

Re: Changes to background tiles showing on all screens

Hi, As far as I understand the comments in the NES Lib, it's exactly what the code is doing. First you set the vram buffer (begining of the main): // we set the vram buffer set_vram_buffer(); Then you 'push' in the buffer, anytime, using instruction like one_vram_buffer(128, NTADR_A(2+counter_1,2));...
by dienben2020
Tue Oct 20, 2020 4:23 am
Forum: Newbie Help Center
Topic: Changes to background tiles showing on all screens
Replies: 13
Views: 4071

Re: Changes to background tiles showing on all screens

Hello, Objectively, I don't fully understand how does it work.... so sorry. But, what I'm doing: ppu_off(); for (counter_1=0;counter_1<32;++counter_1) { for (counter_2=0;counter_2<30;++counter_2) { clear_vram_buffer(); // do each frame, and before putting anything in the buffer one_vram_buffer(128, ...
by dienben2020
Mon Oct 19, 2020 9:43 am
Forum: Newbie Help Center
Topic: Changes to background tiles showing on all screens
Replies: 13
Views: 4071

Re: Changes to background tiles showing on all screens

Hi, I'm not an expert of the neslib, which I learning, but as far as I understand it (https://nesdoug.com/2018/09/05/03-vram-buffer/): 1. Both "set_vram_update" and "flush_vram_update" permanently install a single VRAM update block - once it runs, the only way to make it stop is to call the function...
by dienben2020
Mon Oct 19, 2020 8:29 am
Forum: NES Graphics
Topic: any programs that lets you make backgrounds on mac?
Replies: 6
Views: 2930

Re: any programs that lets you make backgrounds on mac?

Hi,

Depending on your mapper, the first Kb is the background. That the way I'm using it for now. You could create your CHR from png and then use, on mac, python script to generate the CHR.

Regards,

Benoit
by dienben2020
Mon Oct 19, 2020 2:57 am
Forum: NESdev
Topic: FCEUX on Mac?
Replies: 21
Views: 10227

Re: FCEUX on Mac?

Hello, I know this post is kinda old. But wanted to let everyone know that the beta version of fceux's Qt/SDL port will run natively in both linux and mac. This new version does contain most of the debug tools that previously only existed on the windows port. Thanks! To get it, we 'just' need to git...