Search found 48 matches

by Jaffe
Mon Jul 27, 2015 11:53 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

Re: Project: Chip's Challenge for NES

If anyone's interested, I've kept the source code here: https://github.com/Jaffe-/chip-challenge I haven't worked on it since 2011, when I lost interest and belief in the project. I've thought about it now and then since that time, and I think I can make a better effort now than I could back then. W...
by Jaffe
Wed Apr 22, 2015 1:12 pm
Forum: NES Hardware and Flash Equipment
Topic: The NESIZER
Replies: 6
Views: 3007

Re: The NESIZER

Thanks :)

I fixed the phase reset clicking now, thanks 43110!
by Jaffe
Wed Apr 15, 2015 2:13 pm
Forum: NES Hardware and Flash Equipment
Topic: The NESIZER
Replies: 6
Views: 3007

Re: The NESIZER

You might be able to fix those phase reset clicks by using the APU sweep units. From what I understand there can be 3 different sequences: when the high bits increment, decrement, or stay the same. Wow, I searched around about this problem and came to the conclusion that I couldn't do anything abou...
by Jaffe
Wed Apr 15, 2015 5:23 am
Forum: NES Hardware and Flash Equipment
Topic: The NESIZER
Replies: 6
Views: 3007

Re: The NESIZER

A JMP opcode is sent each time a sequence of APU updates is done. It is immediately followed by the STA zero page opcode, so the 6502 jumps to $8585 and then continues executing STA. I initially thought it was unnecessary, as it seemed to work fine without jumping, but that was until I tried disabli...
by Jaffe
Wed Apr 15, 2015 2:33 am
Forum: NES Hardware and Flash Equipment
Topic: The NESIZER
Replies: 6
Views: 3007

The NESIZER

Hi :) It's been a while since I was here last time, but I thought I'd post a project I've been working on for the last year or so: The NESIZER. It's basically a little synthesizer module using the 2A03 (or a 2A07 or Dendy clone). It has buttons and a display for programming patches / sounds and batt...
by Jaffe
Sat Oct 08, 2011 3:26 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

I forgot to upload the most recent version... Try it again, it shouldn't have this problem now.
by Jaffe
Thu Oct 06, 2011 5:41 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

Thanks, I must admit I never even thought of doing that! The game is still fully playable at 30 fps, but the jerky movement gets quite tiring after a while :/ I do however feel optimistic about eventually adding music to the game if it's acceptable to run it at 30 fps. The same demo as before is ava...
by Jaffe
Fri Sep 30, 2011 11:33 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

I would also like to see this finished, but I simply don't have the time to work on it now. When I'm working on something programming related I need to work on it non-stop. I can't dedicate an hour here and an hour there and work on it, it has to be more of a continuous process. That's why it has ta...
by Jaffe
Thu Apr 28, 2011 1:00 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

I'm aware of this, and this is what I'll be working on fixing next. It happens because the green button is aligned just on the same block row as the "trigger row" for updating nametables when scrolling (the nametables cover in total 30 rows, so 2 nametable rows have to be used again to display map r...
by Jaffe
Sun Apr 24, 2011 1:50 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

A little update (playable demo here: http://home.no/johan-af/chip/chip.nes ) Green buttons and toggle blocks have now been implemented. They can be seen in the fourth and fifth levels. To do this, I decided to make my game use CHR-RAM instead of CHR-ROM. This was really the only way the game could s...
by Jaffe
Thu Apr 14, 2011 4:52 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1567
Views: 444790

I have a bit of a hard time getting an overview of your code. Could you post it in its entirety? The subroutine should not be called during vblank time, at least not before all PPU updates are done. You'll want the subroutine to store sprite data in a page of RAM, and let the contents of this page b...
by Jaffe
Wed Apr 13, 2011 6:44 am
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1567
Views: 444790

The code tepples posted is a subroutine. You can place it wherever you want (of course not in the middle of some other code). Was this what you meant, or do you mean where to place the actual calls (jsr) to the routine?
by Jaffe
Mon Mar 28, 2011 2:33 am
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

Thanks :) I'll work more on it when I have time for it. Soon it's easter break, maybe I'll get something done then.

Haha, is the creeper still there? :o
by Jaffe
Sun Mar 27, 2011 3:37 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

Thanks for the comments. :) It's been brought to my attention that the compiled version that I have uploaded is a test version of something I tried to do a while ago. It starts of at the wrong level and the game just freezes once you've completed it. This was not what I intended to upload! I have up...
by Jaffe
Wed Jan 05, 2011 3:58 pm
Forum: Homebrew Projects
Topic: Project: Chip's Challenge for NES
Replies: 56
Views: 37818

Hi again. I've uploaded a new ROM, showing what I've worked on the last couple of days. The demo shows 6 levels from the original game. My development strategy now is working on successive levels from the game, and implementing the necessary features as I go. Here's what and what's not working as we...