Search found 373 matches
- Tue Jan 03, 2023 5:10 am
- Forum: NESdev
- Topic: Any fast tricks for remapping bits?
- Replies: 6
- Views: 890
Re: Any fast tricks for remapping bits?
so instead of reading the power pad and then remapping the bits i just used the small look up table idea to assign the bits as they are read. seems fairly obvious in hindsight :beer: i can't fit reading all 12 buttons in the space where the old controller code was unfortunately PowerPadMapA: .hex 01...
- Sat Dec 31, 2022 9:57 pm
- Forum: NESdev
- Topic: Any fast tricks for remapping bits?
- Replies: 6
- Views: 890
- Sat Dec 31, 2022 9:13 pm
- Forum: NESdev
- Topic: Any fast tricks for remapping bits?
- Replies: 6
- Views: 890
- Sat Dec 31, 2022 8:52 pm
- Forum: NESdev
- Topic: Any fast tricks for remapping bits?
- Replies: 6
- Views: 890
Any fast tricks for remapping bits?
Let's say I have a byte with bits in certain positions, and I would like to remap those bits to new positions. (ie lets's say I have bits 12345678 and want to remap them to 2468135, or some other order) Is there a fast/low code technique to do this? I can of course iterate through the bits and place...
- Sat Sep 24, 2022 6:18 pm
- Forum: NESdev
- Topic: SMB1 Hacking
- Replies: 59
- Views: 15084
Re: SMB1 - Starman Music vs. Flagpole Music Fix
@frantik, I tried the first one and it didn't quite work, going straight to the current area music upon getting on the pole. What I want to do is for it to not switch back to the area music when the Starman wears off, meaning once Mario reached the flagpole. ... I saw your code where you included i...
- Fri Sep 23, 2022 11:49 pm
- Forum: NESdev
- Topic: SMB1 Hacking
- Replies: 59
- Views: 15084
Re: SMB1 - Starman Music vs. Flagpole Music Fix
you can probably get away with just adding this to the top of FlagpoleCollision: lda #$04 sta StarInvincibleTimer when the star timer reaches 4 it disables the color cycling and turns off the starman music In Super Mario Special I added this near the top of FlagpoleSlide: but I don't even think you ...
- Fri Sep 23, 2022 11:24 pm
- Forum: NESdev
- Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
- Replies: 8
- Views: 2713
Re: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
right on, glad it's working!
- Fri Sep 23, 2022 8:53 am
- Forum: NES Graphics
- Topic: NEXXT - a newer "NES Screen Tool"
- Replies: 46
- Views: 12179
Re: NEXXT - a newer "NES Screen Tool"
looks cool, i'll give it a spin
- Fri Sep 23, 2022 7:15 am
- Forum: NESdev
- Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
- Replies: 8
- Views: 2713
Re: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
i think this would work lda (AreaData),y pha ;save it to the stack for now and #%00000111 ;save 3 LSB for foreground scenery or bg color control ;--- ldx LevelNumber ;load Level number into x to not disturb A cpx #$02 ;#$02 is World x-3 bne StoreBGColor: ;if not World x-3, write existing color code ...
- Fri Sep 23, 2022 1:53 am
- Forum: NESdev
- Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
- Replies: 8
- Views: 2713
Re: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
easiest way would be to add a check in the level load routine (GetAreaDataAddrs) and modify the header when you're on 5-3 and 7-3. Look where BackgroundColorCtrl is set
The data 4 bytes after the header that set the background in the level do not set the background color, they just enable the clouds
The data 4 bytes after the header that set the background in the level do not set the background color, they just enable the clouds
- Wed Dec 23, 2020 4:32 am
- Forum: NES Music
- Topic: About MMC5's 2 square channels
- Replies: 22
- Views: 11500
Re: About MMC5's 2 square channels
So guess it's just fceux the problem itself then. Did not know. :( And as i said i dont own a NES or any carts or anything. so i cant test my game in real-life. I wish i could though try it in a variety of emus and see what happens. Even if the target is real NES hardware, most stuff gets run on em...
- Mon Dec 21, 2020 9:25 pm
- Forum: Homebrew Projects
- Topic: FROM BELOW [NES Homebrew] COMPLETE!
- Replies: 94
- Views: 90845
Re: FROM BELOW [NES Homebrew] COMPLETE!
The cost of producing From Below physical copies: First, I wrote an article breaking down the costs and profits made off the physical version of From Below. If you have ever wanted to release a CIB copy of a game, I would give this a read!! http://www.matthughson.com/2020/12/19/the-cost-of-making-a...
- Mon Dec 21, 2020 6:56 pm
- Forum: Homebrew Projects
- Topic: NESTUDIO - PCM Sample Based Drum Machine
- Replies: 15
- Views: 10357
Re: NESTUDIO - PCM Sample Based Drum Machine
Got the "song mode" going https://i.imgur.com/PBoZbxx.png Some multi-bar output .. now that the pcm output is pretty much sorted out, I'm gonna see about adding additional step sequencer interfaces for the three synths, each one could have their own song and pattern modes. Without the NES ...
- Mon Dec 21, 2020 2:18 am
- Forum: NES Graphics
- Topic: Why is Mario's shirt brown?
- Replies: 16
- Views: 15875
Re: Why is Mario's shirt brown?
I found a video of somebody recording off of a SMB arcade machine, and although he does have a brown shirt, it's a much darker shade of brown than what I typically see in emulators. https://www.youtube.com/watch?v=mKk2TkKRAC0 man that RGB output looks amazing compared to composite.. now I feel the ...
- Sat Dec 19, 2020 10:27 pm
- Forum: NESdev
- Topic: Overworld graphics bank swap to Zelda 1 MMC3 conversion?
- Replies: 27
- Views: 17956
Re: Overworld graphics bank swap to Zelda 1 MMC3 conversion?
With MMC1 you can change the entire CHR bank at once. You will end up with a lot of duplicate tiles but it allows you to animate any tile you like