Search found 4079 matches

by koitsu
Mon Dec 09, 2019 2:24 am
Forum: NESdev
Topic: MMC3 ROM Disassembly?
Replies: 3
Views: 1732

Re: MMC3 ROM Disassembly?

If this is the biggest blockade for you doing reverse engineering work, then that's very sad. Assuming original game is game.nes: 1. Strip off the 16-byte NES header from game.nes, and save it to its own file (ex. header.bin). The remaining file (headerless ROM), name something like orig.bin. 2. Str...
by koitsu
Sat Nov 09, 2019 7:07 pm
Forum: NESdev
Topic: How can we keep our NES development resources around?
Replies: 23
Views: 10707

Re: How can we keep our NES development resources around?

BB1 is preserved as static HTML. BB2 appears to be lost in the sense that the backup I made disappeared with Parodius. I have backups (yes, still, after 7 years). Give me details (as I do not understand what the above underlined sentence means/refers to) and I can very likely get you whatever you m...
by koitsu
Sat Nov 09, 2019 6:40 pm
Forum: NESemdev
Topic: Suggestions to follow branch instructions
Replies: 25
Views: 7391

Re: Suggestions to follow branch instructions

Branch instructions use what is called "PC-relative" addressing, which means the address to branch to is based on whatever the current PC is at the time. You can thus calculate the effective branch address easily as long as you know the address of where the branch opcode itself is (which you should ...
by koitsu
Sat Nov 09, 2019 5:59 am
Forum: NES Graphics
Topic: NES Graphics Issues
Replies: 3
Views: 1460

Re: NES Graphics Issues

Not a hardware person at that level, but sounds like PPU problem. OAM RAM is on-die within the PPU. Easiest choice of action is to replace your NES.
by koitsu
Tue Oct 01, 2019 1:24 pm
Forum: NESdev
Topic: Millfork - New 6502 middle-language
Replies: 4
Views: 3691

Re: Millfork - New 6502 middle-language

Missing from the list is Wiz.
by koitsu
Tue Sep 24, 2019 12:28 am
Forum: General Stuff
Topic: Was SMB really supposed to be the last cart game for FC?
Replies: 20
Views: 12908

Re: Was SMB really supposed to be the last cart game for FC?

Random quotes of mine from Discord on 2019/09/19. If you want references, ask, but they're mentioned. TL;DR -- I can certainly believe to some degree that Nintendo "sure did like the FDS", but in absolutely no way did the upper echelon at Nintendo Co. Ltd. bet everything on it to the point of abando...
by koitsu
Sat Aug 17, 2019 10:12 pm
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 12894

Re: Target width for widescreen patches?

If the game scrolls horizontally, then it's using a 512-width or higher tilemap, and can potentially be hacked to support widescreen. This is also inaccurate/misleading. There are commercial single-screen games which scroll horizontally; happy to mention some, but my point is the variance is massiv...
by koitsu
Sat Aug 17, 2019 2:01 pm
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 12894

Re: Target width for widescreen patches?

koitsu: these are real screenshots from bsnes-hd, not mock-ups. Obviously it's emulator-only, but with a scanline renderer, it's doable. The screen maps are 512x512, so drawing eg 400x224 instead of 256x224 is just a matter of starting a bit earlier and stopping a bit later. For sprite coordinates,...
by koitsu
Sat Aug 17, 2019 3:55 am
Forum: NESdev
Topic: What is the sense of transforming games to MMC5?
Replies: 13
Views: 8256

Re: What is the sense of transforming games to MMC5?

These are the only details I could find based on that page and readme: Expansion RAM ($5C00-$5FFF, read/write) CPU $6000-$7FFF: 8 KB switchable PRG RAM bank Bankswitching included. Readme file for more info. Extended RAM mode ($5104) Top Gun Mapper Conversion From UNROM to MMC5 (from UNROM to Mapper...
by koitsu
Sat Aug 17, 2019 3:48 am
Forum: SNESdev
Topic: Target width for widescreen patches?
Replies: 37
Views: 12894

Re: Target width for widescreen patches?

0. "Derkoun's fork" means what? A fork of what? Who is Derkoun? What is the fork? Why are these details omitted as if we can read your mind? Is this the HD mode 7 fork whose code/model got brought into bsnes? If so, okay, that sheds some light on things, but the way that works is not the way you (ap...
by koitsu
Thu Aug 15, 2019 3:19 pm
Forum: NESdev
Topic: Increment PPU address by a number
Replies: 1
Views: 3355

Re: Increment PPU address by a number

User: please do not make duplicate posts. Please see this thread for details of technical problems this forum is currently encountering, which could lead to duplicate posts: http://forums.nesdev.com/viewtopic.php?f=13&t=19133 Moderator: lock thread, duplicate post reference: http://forums.nesdev.com...
by koitsu
Mon Aug 12, 2019 3:22 pm
Forum: Newbie Help Center
Topic: Excessive operand length?
Replies: 12
Views: 4436

Re: Excessive operand length?

"Parsing labels and defines" is going to cause you grief. Nothing stops an assembler from doing a mathematical expression that results in, say, a 32-bit value. The 6502's addressing modes, however, obviously cannot handle that because registers are only 8 bits, and absolute addressing modes only sup...
by koitsu
Mon Aug 12, 2019 1:38 pm
Forum: Newbie Help Center
Topic: cc65 not compiling code
Replies: 13
Views: 5152

Re: cc65 not compiling code

OP is not using C (see their script). None of the segments being discussed matter. Their existence has already confused the OP because they are more intended for use alongside C. Rainwarrior's above post, last line, is all that's relevant.
by koitsu
Mon Aug 12, 2019 1:34 pm
Forum: Newbie Help Center
Topic: Excessive operand length?
Replies: 12
Views: 4436

Re: Excessive operand length?

It depends on how you want to handle cart banks.. While a 6502 can not see beyond FFFF, carts can be a lot bigger than FFFF, a 24bit limit is probably sane enough. So as you assemble for cart bin files, you will need a 24bit address, so if you have labels that are in a bank and you allow the PC to ...
by koitsu
Mon Aug 12, 2019 4:01 am
Forum: NESdev
Topic: PPU - Why Background Reset Issue?
Replies: 12
Views: 5521

Re: PPU - Why Background Reset Issue?

I have quite a low level understanding of the debugger tools and I'm glad you put that to my interest. And yes, my apologies to this confusion. I have edited it with all the code needed to run the same animation including Variables, Vectors, and other data. I'd zeroed out everything in RAM; I check...