Search found 28 matches

by dienben2020
Thu Oct 29, 2020 5:16 am
Forum: Newbie Help Center
Topic: Zelda 1: understanding the 'scrolling'
Replies: 4
Views: 227

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: 4
Views: 227

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: 5070

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: 5070

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: 1658

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: 1658

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: 1658

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: 1658

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: 1483

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: 5070

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...
by dienben2020
Mon Oct 19, 2020 2:43 am
Forum: NES Graphics
Topic: any programs that lets you make backgrounds on mac?
Replies: 6
Views: 1483

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

Hi, On my side, I'm using the following editor on Mac: : https://github.com/tsalvo/nes-chr-editor. If you want, I can provide a napp (I've conpiled it). It's enough to open an existing ROM tiles (I don't know if all mapper are supported). It's not a level editor, just a way to edit the CHR. Regards,...
by dienben2020
Tue Oct 13, 2020 2:00 pm
Forum: NES Music
Topic: FamiStudio NES Sound Engine (famiStudio) 2.2 in C
Replies: 12
Views: 1940

Re: FamiStudio NES Sound Engine (famiStudio) 2.2 in C

Hello, The journey is nearly at its end :D I'm able to play song (from famistudio), SFX, DPCM (with a behavior that I'm trying to explain but I got a lead) from C code. See sample in the repository.... I will write a small tutorial and release the source code (but you have nearly everything in the c...
by dienben2020
Mon Oct 12, 2020 1:47 pm
Forum: NES Music
Topic: FamiStudio NES Sound Engine (famiStudio) 2.2 in C
Replies: 12
Views: 1940

Re: FamiStudio NES Sound Engine (famiStudio) 2.2 in C

Hello, I progress, I'm able to play a sound FX!!!!! So, first, the code: (dienmusic.c line ) if((pad1_new & PAD_SELECT)||(pad2_new & PAD_SELECT)) { //famistudio_sfx_play(0,0); asm(" lda #1 \n ldx #0 \n jsr _famistudio_sfx_play \n " ); } The difference is in the ASM code generated. When I force the a...
by dienben2020
Fri Oct 09, 2020 4:15 am
Forum: NES Music
Topic: FamiStudio NES Sound Engine (famiStudio) 2.2 in C
Replies: 12
Views: 1940

Re: FamiStudio NES Sound Engine (famiStudio) 2.2 in C

Hello, I'm trying to understand what I am doing for the load of the SFX. Please, do not beat the one that try to understand how a 8bit system works during the night :lol: I'm comparing my code and the demo_ca_63.s from Famistudio engine. First focusing on the init: (demo_ca_63.s line 501) ; Load SFX...
by dienben2020
Wed Oct 07, 2020 1:12 pm
Forum: NES Music
Topic: FamiStudio NES Sound Engine (famiStudio) 2.2 in C
Replies: 12
Views: 1940

Re: FamiStudio NES Sound Engine (famiStudio) 2.2 in C

Hi, Thanks for your answer. I've got music, so I think I correctly calling the update function. I'm new for the NES development (sorry for that) but I've added the famistudio update in the neslib file, at the end of the nmi (or what I thik is the end of the nmi ): https://imagizer.imageshack.com/img...