Search found 4076 matches

by koitsu
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...
by koitsu
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...
by koitsu
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).
by koitsu
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...
by koitsu
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...
by koitsu
Sat Nov 09, 2019 6:40 pm
Forum: NESemdev
Topic: Suggestions to follow branch instructions
Replies: 25
Views: 18307

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...
by koitsu
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.
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: 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...
by koitsu
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...
by koitsu
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,...
by koitsu
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...
by koitsu
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...
by koitsu
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...
by koitsu
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...
by koitsu
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.