Search found 397 matches

by Gilbert
Wed Sep 23, 2020 10:19 pm
Forum: General Stuff
Topic: Help to identify unknown game gun
Replies: 8
Views: 357

Re: Help to identify unknown game gun

But I was not talking about the "common" PC game ports. I was talking about custom ports on those graphics accelerators (though admittedly I'm not familiar with what actual ports these things used), though some of these cards may just support genuine Saturn gamepads, etc. Edit: I was talking about c...
by Gilbert
Wed Sep 23, 2020 6:36 pm
Forum: General Stuff
Topic: Help to identify unknown game gun
Replies: 8
Views: 357

Re: Help to identify unknown game gun

It could also be for PC computers.
Around mid to late 90s, there were graphic accelerators specifically for games with may include their own jacks for controllers.
In particular, there were cards that ran Virtua Fighter, maybe Virtua Cop too, so this gun could be for one of those cards.
by Gilbert
Tue Sep 22, 2020 10:28 pm
Forum: NESdev
Topic: 8-Way Scrolling Screen Compression Method?
Replies: 17
Views: 646

Re: 8-Way Scrolling Screen Compression Method?

Personally, i decided against using compression. But (depending on your definition) using metatiles is already a form of compression. The basic concept of a lot of (if not most) compression schemes is to reuse the same structure as much as possible. Also, depending on the data, even RLE can be an e...
by Gilbert
Tue Sep 22, 2020 6:50 pm
Forum: NES Hardware and Flash Equipment
Topic: Twin Famicom - Only discs shows messed up graphics
Replies: 7
Views: 211

Re: Twin Famicom - Only discs shows messed up graphics

This is odd if colours work for cart games and not FDS ones though. One difference between carts and FDS I can think of is that the FDS uses CHR RAM while carts (usually) use CHR ROM. Maybe there are some defects(connection problems maybe?) in the FDS CHR RAM that somehow only certain bitplanes of t...
by Gilbert
Thu Sep 17, 2020 7:13 pm
Forum: General Stuff
Topic: Sharp Nintendo Television
Replies: 3
Views: 230

Re: Sharp Nintendo Television

Sharp was in a very good relationship with Nintendo (I've heard they manufactured a lot of the lcd panels for Nintendo handheld systems, possibly including Game & Watch and the Gameboys, not sure about the modern ones) so there were number of Nintendo console "spin-offs" sold by Sharp. Besides the S...
by Gilbert
Mon Sep 14, 2020 10:36 pm
Forum: NESdev
Topic: Sprites will not show up
Replies: 12
Views: 475

Re: Sprites will not show up

Are you sure the NMI codes are executed?
(Are there codes other than sprite DMA they you have confirmed to work there?)
Maybe there is a typo with labels, or whatever, such that during NMI it runs codes from somewhere else, just a suggestion.
by Gilbert
Sun Sep 06, 2020 9:15 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 12069

Re: Questions about NES programming and architecture

This was what I thought too. Also, they might have considered upgrading the CPU to be based on 65C02, so most licensed games didn't use any illegal/nonstandard/unofficial/whatever OP codes of the original 6502 (another possibility was just that these unofficial OP codes were... errr... poorly docume...
by Gilbert
Mon Aug 24, 2020 10:14 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 12069

Re: Questions about NES programming and architecture

Are PRG and CHR sections on different tracks? Files, actually. Though the FDS is a sequential media (like tapes) it still has a file system. Each file has a header block , which determines what kind of memory (PRG RAM, CHR RAM or nametable RAM) the file would be loaded into. The interesting fact is...
by Gilbert
Mon Aug 24, 2020 2:09 am
Forum: NESdev
Topic: How Wario's Woods works?
Replies: 3
Views: 779

Re: How Wario's Woods works?

I don't know what mapper Wario Woods used (but from its late release date I think it wouldn't be a primitive one, probably at least MMC3) but if this mapper supports bank switching CHR ROM (read: most "non-simple" mappers) the animated effect is just "free and easy" on the Famicom. For systems that ...
by Gilbert
Fri Aug 21, 2020 3:04 pm
Forum: Newbie Help Center
Topic: 3d graphics, how?
Replies: 12
Views: 1028

Re: 3d graphics, how?

And yeah, the "squell" JJ is more like 8 more levels for the same game with improved graphics. Just like the japanese SMB2 which feels more like more levels for the same game than a sequel to SMB. Since you're forced in JJ to run very fast already in the 1st level it really feels like the 9th level...
by Gilbert
Thu Aug 20, 2020 10:52 pm
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 12069

Re: Questions about NES programming and architecture

Another advantage of disks is the ability to save stuff on it, before battery-backed RAM was popular on cartridge at least.
by Gilbert
Thu Aug 20, 2020 10:44 pm
Forum: Newbie Help Center
Topic: 3d graphics, how?
Replies: 12
Views: 1028

Re: 3d graphics, how?

This game was a simple rip-off of a similar Sega game called Space Harrier. I wonder wether it uses a similar trick to simulate 3D. Though many people considered this a rip-off of Space Harrier, I'll say it's merely inspired by SH, as it does a lot more (don't get me wrong, SH is a VERY great game)...
by Gilbert
Thu Aug 20, 2020 6:57 pm
Forum: NESdev
Topic: KickC Optimizing C-Compiler now supports NES
Replies: 33
Views: 6524

Re: KickC Optimizing C-Compiler now supports NES

Bregalad wrote:
Thu Aug 20, 2020 2:36 pm
So, out of both compilers released almost simultaneously, any particular reason why VBCC has a popular thread and not this one ?
Because the author of VBCC is more actively interacting with others in its thread?
The author of KickC last posted in mid-June here in this thread.
by Gilbert
Mon Aug 10, 2020 1:40 am
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 60
Views: 11763

Re: Nintendo "Gigaleak"

Pokun wrote:
Sun Aug 09, 2020 10:08 am
Sound Factory/Fantasy
This will be quite interesting, if someone would compare how different it was from the released SimTunes.
I suspect a number of Nintendo themed stages(especially Mario related ones) has to be removed in the final product.

P.S. Otocky for the FDS was great.
by Gilbert
Mon Aug 10, 2020 1:32 am
Forum: Newbie Help Center
Topic: Sprite 0 hit, do I understand correctly?
Replies: 6
Views: 1509

Re: Sprite 0 hit, do I understand correctly?

I'd place sprite 0 around x0 and y52 so it will set the flag when the beam is around the last 5th of the screen. Also note that as there are 200+ horizontal lines in a screen, putting sprite 0 at y=52 place it nearer to the top of the screen, rather than around the last 5th of it (note that during ...