Search found 173 matches

by LocalH
Sun Aug 16, 2020 9:40 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 142
Views: 30149

Re: [demo] SNES Sonic

Damn, nicely done
by LocalH
Fri Oct 04, 2019 9:47 am
Forum: NESdev
Topic: How can we keep our NES development resources around?
Replies: 23
Views: 14171

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

For 3rd party links I've cited on the wiki, I've started adding (commented out) links to backups of these 3rd party links using archive.is Slightly relevant, if a user happens to be using Cloudflare's 1.1.1.1 DNS resolver, these archived links will be unreachable (something to do with Cloudflare no...
by LocalH
Thu Oct 04, 2018 5:32 pm
Forum: General Stuff
Topic: Video Games That Have Been Fully Disassembled?
Replies: 33
Views: 14808

Re: Video Games That Have Been Fully Disassembled?

https://retdec.com/ The thing about compilers is that they often produce very characteristic code—especially older compilers—which often makes it easier to figure out what the original code looked like, although without variables names. Hmm. I'll have to look at that. Last night I just saw this pos...
by LocalH
Sun Sep 30, 2018 6:41 pm
Forum: General Stuff
Topic: Video Games That Have Been Fully Disassembled?
Replies: 33
Views: 14808

Re: Video Games That Have Been Fully Disassembled?

I was most impressed to see a disassembly of Gunstar Heroes; there were actually a fair number of Genesis games on there. I wasn't surprised to see there wasn't a single game from the 5th console generation or beyond that has been dissasembled; I wonder how the assembly of code generated by a compi...
by LocalH
Fri Nov 10, 2017 1:44 pm
Forum: Newbie Help Center
Topic: How is Windows able to run on different hardware?
Replies: 5
Views: 2421

Re: How is Windows able to run on different hardware?

Going a bit off topic, but that's not entirely true, tepples. Perhaps in the Android world, where there is more fragmentation, but in the Apple world, it's solely about control (as such, you can easily reinstall iOS, but only to versions that Apple allows, and from a software perspective, all of a g...
by LocalH
Wed May 24, 2017 4:16 pm
Forum: Other Retro Dev
Topic: Comparative sprite capacity of 3rd and 4th gen consoles
Replies: 26
Views: 11287

Re: Comparative sprite capacity of 3rd and 4th gen consoles

The C64 also has Sprite Expansion so you can get a hires sprite with 2x Wide pixels ( thus 48 pixels(err slivers) ) that gets you 8*48=384 pixels across or if you use multicolour you get 4 pixels wide but still 384 "pixels" of coverage. Typically when making a sprite "plane" you use 7 to get a scre...
by LocalH
Tue Dec 27, 2016 8:46 pm
Forum: NES Graphics
Topic: Design documents from The Legend of Zelda
Replies: 4
Views: 3494

Re: Design documents from The Legend of Zelda

http://i.imgur.com/nDf1MiP.jpg Looking closer at some of these layouts...it appears that Zelda, at one point at least, kept score and had a timer? Also some sort of 10-item grid at the top of the screen? Top-right map had some interesting stuff...looks like there were thoughts of a dragon or other ...
by LocalH
Mon Nov 28, 2016 12:30 pm
Forum: NESdev
Topic: Is it possible to brick a NES cartridge by input alone?
Replies: 22
Views: 9156

Re: Is it possible to brick a NES cartridge by input alone?

According to this blog, the issue breaks down to an invalid start location in the password.
by LocalH
Wed Nov 16, 2016 6:59 pm
Forum: NESemdev
Topic: What is wrong with the NES Classic Edition noise emulation?
Replies: 42
Views: 31247

Re: What is wrong with the NES Classic Edition noise emulati

For those curious, Nintendo's OSS page.

Last download at the bottom of the page is the NES Classic Edition.
by LocalH
Tue Aug 23, 2016 5:27 pm
Forum: Homebrew Projects
Topic: Super Marxsky Comrades
Replies: 15
Views: 8846

Re: Super Marxsky Comrades

by LocalH
Sun Apr 24, 2016 8:03 pm
Forum: NESdev
Topic: How to clip on both sides like in Tom & Jerry
Replies: 15
Views: 4508

Re: How to clip on both sides like in Tom & Jerry

tokumaru wrote:This makes it seem like many games that have scrolling glitches don't, and also propagates the misconception that 224 scanlines is a valid vertical resolution on the NES.
For this reason, one of the first things I always do is set that to 0-239.
by LocalH
Sat Jan 23, 2016 9:15 am
Forum: NESdev
Topic: Getting NTSC and PAL to run at the same speed
Replies: 15
Views: 6182

Re: Getting NTSC and PAL to run at the same speed

Another simple option for low-action games would be to design the game around 50Hz, and skip updates (except for vital ones like controller reads, you don't want any dead frames for input) one out of six frames on NTSC. In my opinion, that's just evil. :evil: I would never create the PAL version as...
by LocalH
Thu Jan 21, 2016 8:57 am
Forum: NESdev
Topic: Getting NTSC and PAL to run at the same speed
Replies: 15
Views: 6182

Re: Getting NTSC and PAL to run at the same speed

Another simple option for low-action games would be to design the game around 50Hz, and skip updates (except for vital ones like controller reads, you don't want any dead frames for input) one out of six frames on NTSC. Useless for any games that scroll, but for single-screen puzzle-type games, it c...
by LocalH
Fri Dec 18, 2015 10:00 pm
Forum: GBDev
Topic: Super gameboy color?
Replies: 44
Views: 15027

Re: Super gameboy color?

I think later ones and all Wii consoles cannot do this via software anymore but there is a hardware (modchip) method of basically doing the same thing to enable reading standard DVDs. I believe older Wiis allowed this, as there used to be a piece of homebrew called DVDX that installed a hidden chan...
by LocalH
Thu Dec 17, 2015 11:44 pm
Forum: Homebrew Projects
Topic: Lake Fever
Replies: 4
Views: 3667

Re: Lake Fever - ATARI 2600 style game

For more accuracy to a 2600, I suggest modifying the sprites to have only one color per scanline. 2600 sprites were single-color, but games often changed that color during the sprite's display.