Search found 373 matches

by frantik
Tue Jan 03, 2023 5:10 am
Forum: NESdev
Topic: Any fast tricks for remapping bits?
Replies: 6
Views: 882

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...
by frantik
Sat Dec 31, 2022 9:57 pm
Forum: NESdev
Topic: Any fast tricks for remapping bits?
Replies: 6
Views: 882

Re: Any fast tricks for remapping bits?

Drag wrote: Sat Dec 31, 2022 9:37 pm Have the best of both worlds, a loop plus a LUT. :D
now you're cooking! this looks like a good solution in terms of fast and low code usage, and also makes it easy to rearrange the mapping if needed
by frantik
Sat Dec 31, 2022 9:13 pm
Forum: NESdev
Topic: Any fast tricks for remapping bits?
Replies: 6
Views: 882

Re: Any fast tricks for remapping bits?

Dwedit wrote: Sat Dec 31, 2022 8:57 pm 256 entry lookup table?
yeah that would definitely be fast :mrgreen: but a bit costly in terms of space used
by frantik
Sat Dec 31, 2022 8:52 pm
Forum: NESdev
Topic: Any fast tricks for remapping bits?
Replies: 6
Views: 882

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...
by frantik
Sat Sep 24, 2022 6:18 pm
Forum: NESdev
Topic: SMB1 Hacking
Replies: 57
Views: 14480

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...
by frantik
Fri Sep 23, 2022 11:49 pm
Forum: NESdev
Topic: SMB1 Hacking
Replies: 57
Views: 14480

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 ...
by frantik
Fri Sep 23, 2022 11:24 pm
Forum: NESdev
Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
Replies: 8
Views: 2613

Re: SMB1 -- 5-3, 7-3 Change to Winter Graphics?

right on, glad it's working! :mrgreen:
by frantik
Fri Sep 23, 2022 8:53 am
Forum: NES Graphics
Topic: NEXXT - a newer "NES Screen Tool"
Replies: 46
Views: 11672

Re: NEXXT - a newer "NES Screen Tool"

looks cool, i'll give it a spin
by frantik
Fri Sep 23, 2022 7:15 am
Forum: NESdev
Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
Replies: 8
Views: 2613

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 ...
by frantik
Fri Sep 23, 2022 1:53 am
Forum: NESdev
Topic: SMB1 -- 5-3, 7-3 Change to Winter Graphics?
Replies: 8
Views: 2613

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
by frantik
Wed Dec 23, 2020 4:32 am
Forum: NES Music
Topic: About MMC5's 2 square channels
Replies: 22
Views: 11480

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...
by frantik
Mon Dec 21, 2020 9:25 pm
Forum: Homebrew Projects
Topic: FROM BELOW [NES Homebrew] COMPLETE!
Replies: 94
Views: 90283

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...
by frantik
Mon Dec 21, 2020 6:56 pm
Forum: Homebrew Projects
Topic: NESTUDIO - PCM Sample Based Drum Machine
Replies: 15
Views: 10339

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 ...
by frantik
Mon Dec 21, 2020 2:18 am
Forum: NES Graphics
Topic: Why is Mario's shirt brown?
Replies: 16
Views: 15696

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 ...
by frantik
Sat Dec 19, 2020 10:27 pm
Forum: NESdev
Topic: Overworld graphics bank swap to Zelda 1 MMC3 conversion?
Replies: 27
Views: 17951

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