Search found 4076 matches
- Sun Oct 09, 2022 3:25 pm
- Forum: Web Issues
- Topic: nesdev.com down
- Replies: 9
- Views: 5869
Re: nesdev.com down
Related, nesdev.net expires in October this year. ;) I'm the owner of nesdev.net. brizzo and I had discussions about what to do with this domain circa August 2021 (around the time the .com ordeal went down), but I haven't heard anything since. It doesn't expire until September 2023, but I have tran...
- Sun Aug 02, 2020 6:04 pm
- Forum: NESemdev
- Topic: Disch has passed away
- Replies: 35
- Views: 25700
Disch has passed away
https://twitter.com/Lenophail/status/1270866553127534593 https://twitter.com/Lenophail/status/1270897604365336576 Disch was one of the more prominent nesdev/romhacking folks. He wasn't just known here on the forum for helping people out with miscellaneous NES-related questions, especially audio, but...
- Sun Mar 15, 2020 12:25 am
- Forum: SNESdev
- Topic: DMA Reload
- Replies: 4
- Views: 5347
Re: DMA Reload
For general-purpose DMA, that's correct -- you should set $43x2-43x7 every time, followed by $420b (to induce the transfer). And this is assuming you've set $43x0-43x1 sometime prior (in other words, AFAIK, you should only have to set $43x1-43x1 once).
- Mon Dec 09, 2019 2:24 am
- Forum: NESdev
- Topic: MMC3 ROM Disassembly?
- Replies: 3
- Views: 5461
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...
- Sat Nov 09, 2019 7:07 pm
- Forum: NESdev
- Topic: How can we keep our NES development resources around?
- Replies: 23
- Views: 20826
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...
- Sat Nov 09, 2019 6:40 pm
- Forum: NESemdev
- Topic: Suggestions to follow branch instructions
- Replies: 25
- Views: 18308
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 y...
- Tue Oct 01, 2019 1:24 pm
- Forum: NESdev
- Topic: Millfork - New 6502 middle-language
- Replies: 4
- Views: 6811
Re: Millfork - New 6502 middle-language
Missing from the list is Wiz.
- 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: 22527
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...
- Sat Aug 17, 2019 10:12 pm
- Forum: SNESdev
- Topic: Target width for widescreen patches?
- Replies: 37
- Views: 28976
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...
- Sat Aug 17, 2019 2:01 pm
- Forum: SNESdev
- Topic: Target width for widescreen patches?
- Replies: 37
- Views: 28976
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,...
- Sat Aug 17, 2019 3:55 am
- Forum: NESdev
- Topic: What is the sense of transforming games to MMC5?
- Replies: 13
- Views: 14904
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...
- Sat Aug 17, 2019 3:48 am
- Forum: SNESdev
- Topic: Target width for widescreen patches?
- Replies: 37
- Views: 28976
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 w...
- Thu Aug 15, 2019 3:19 pm
- Forum: NESdev
- Topic: Increment PPU address by a number
- Replies: 1
- Views: 5253
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...
- Mon Aug 12, 2019 3:22 pm
- Forum: Newbie Help Center
- Topic: Excessive operand length?
- Replies: 12
- Views: 9713
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 mode...
- Mon Aug 12, 2019 1:38 pm
- Forum: Newbie Help Center
- Topic: cc65 not compiling code
- Replies: 13
- Views: 11037
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.