Search found 147 matches
- Fri Jul 22, 2016 8:48 am
- Forum: Other Retro Dev
- Topic: Homebrew for Epoch Cassette Vision or Bandai Super Vision?
- Replies: 20
- Views: 45211
Re: Homebrew for Epoch Cassette Vision or Bandai Super Visio
EDIT: also I hope the thread was about Super Cassette Vision, because the original Cassette Vision only provides the controllers and TV output - each cartridge included the whole "console" in it (CPU, etc.). No, I was referring to the original Cassette Vision, and I didn't know it had a s...
- Wed Jul 20, 2016 4:45 pm
- Forum: Other Retro Dev
- Topic: Homebrew for Epoch Cassette Vision or Bandai Super Vision?
- Replies: 20
- Views: 45211
Homebrew for Epoch Cassette Vision or Bandai Super Vision?
I've taken an interest in these oddball pre-Famicom consoles, and I was wondering if there is any contemporary (or past) homebrew/amateur programming for these systems? Flash carts? Technical documentation? Google is coming up empty.
And what is the equivalent term for 'homebrew' in Japanese?
And what is the equivalent term for 'homebrew' in Japanese?
- Sun May 24, 2015 9:42 pm
- Forum: General Stuff
- Topic: New Famicom/NES book: I AM ERROR
- Replies: 17
- Views: 5949
Re: New Famicom/NES book: I AM ERROR
Not only am I on Twitter, I've also been a member here for many years. And though I already do so in the book, I wanted to thank everyone whose technical contributions made the book possible.
For those who pick up the book, thanks for reading.
For those who pick up the book, thanks for reading.
- Fri Aug 01, 2014 9:49 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Anyone want to buy my Famicom collection?
- Replies: 5
- Views: 4518
Re: Anyone want to buy my Famicom collection?
I'm interested as well if you wanna drop me a PM when you have a full list together. I need a FC and most of those games.
- Sun May 18, 2014 2:27 pm
- Forum: NES Music
- Topic: Noise channel fact check
- Replies: 4
- Views: 4286
Re: Noise channel fact check
Yeah, I'm only providing a few examples, not an exhaustive list. Regarding 93 vs. 127, the wiki says: This results in a pseudo-random bit sequence, 32767 steps long when Mode flag is clear, otherwise 93 steps long (the particular 93-step sequence depends on where in the 32767-step sequence the shift...
- Sun May 18, 2014 1:41 pm
- Forum: NES Music
- Topic: Noise channel fact check
- Replies: 4
- Views: 4286
Noise channel fact check
I'm writing up a description of the APU's voices, and I wanted to make sure my noise description was technically accurate: While the noise channel has its own frequency control like the pulses, the composer may only select from one of sixteen preset values. To produce noise, the channel relies on a ...
- Fri May 09, 2014 1:34 pm
- Forum: NESemdev
- Topic: Famicom/NES Remix emulation core?
- Replies: 10
- Views: 6176
Re: Famicom/NES Remix emulation core?
Thanks for the feedback. Emulation seems to make the most sense, especially considering the quick turnaround time between the first Remix and its sequel (four months). Another interesting observation: I see attribute glitches and flicker in SMB 3 , but no MMC3 scanline glitch in the lower left. Was ...
- Fri May 09, 2014 9:54 am
- Forum: NESemdev
- Topic: Famicom/NES Remix emulation core?
- Replies: 10
- Views: 6176
Famicom/NES Remix emulation core?
I've hunted around the forums and haven't found much mention of the Famicom/NES Remix series Nintendo released last December (and followed with a sequel last month). Quick summary: players compete in a series of mini-games based on classic NES titles, which eventually unlock 'remixed' levels that pl...
- Mon Feb 03, 2014 7:07 pm
- Forum: Other Retro Dev
- Topic: Tool for turning Twine projects into Sega Master System ROMs
- Replies: 2
- Views: 5484
Re: Tool for turning Twine projects into Sega Master System
This is really cool. Do you have a screenshot you could share?
- Sat Jul 27, 2013 7:51 am
- Forum: NESdev
- Topic: NESExplorer
- Replies: 27
- Views: 9997
Re: NESExplorer
I wanted to check out this utility, but the site is down. Will this be back up at some point?
- Tue Mar 26, 2013 1:51 pm
- Forum: NES Music
- Topic: A few specific APU questions
- Replies: 14
- Views: 7226
Re: A few specific APU questions
Ok, then I am misinterpreting the debugger because I see what you're saying. I am reading the realtime disassembly: 06:8112:8C 01 40 STY $4001 = #$FF for the value in $4001 rather than the contents of Y that it's actually storing ($7F), displayed in the box to the right. So that leads me to ask why ...
- Tue Mar 26, 2013 11:07 am
- Forum: NES Music
- Topic: A few specific APU questions
- Replies: 14
- Views: 7226
Re: A few specific APU questions
In NSFplay when I slow the tracks down, I see the sweep always shifts up four bits (e.g., A2 to A6). But if the shift count in $4001 is %111, shouldn't it shift seven bits? Can you be clearer on this observation? When you say the sweep shifts up four bits, what do you mean? If the shift count is 7,...
- Tue Mar 26, 2013 10:16 am
- Forum: NES Music
- Topic: A few specific APU questions
- Replies: 14
- Views: 7226
Re: A few specific APU questions
This is all helpful. So I did some scouring around in Zelda II . If I'm using the debugger properly, what I'm seeing is that the hardware sweep is used constantly on both pulses, whether for music or sound effects. Setting breakpoints on $4001/$4005 shows that they're fed #$FF every frame. Setting a...
- Mon Mar 25, 2013 4:09 pm
- Forum: NES Music
- Topic: A few specific APU questions
- Replies: 14
- Views: 7226
Re: A few specific APU questions
Bumping my topic because I have a few more questions: - I'm still looking for games that use the hardware sweep in music or sound effects. I've been crawling through some early Nintendo-produced titles and I'm finding most disable the effect (usually writing #$7F or #$00 to $4001/$4005). I understan...
- Fri Mar 08, 2013 2:04 pm
- Forum: NESdev
- Topic: $2001 8-pixel mask
- Replies: 10
- Views: 4097
Re: $2001 8-pixel mask
Thanks for the answer to an elementary question. I realized the answer myself today when I was fooling around with Super Mario Bros. I had a 'oh, duh' moment.