Search found 213 matches

by Diskover
Wed Sep 18, 2019 11:15 am
Forum: NESdev
Topic: Update to my tutorial in C
Replies: 29
Views: 26444

Re: Update to my tutorial in C

dougeff wrote:Updated the neslib Sprite functions to remove the "sprid" parts. one sprite is 11% faster, metasprite is 5% faster. fewer passed arguments = faster.
Where I download it? I've looked at your github but I don't see it.
by Diskover
Sun Aug 18, 2019 5:23 am
Forum: NESdev
Topic: What is the sense of transforming games to MMC5?
Replies: 13
Views: 10320

Re: What is the sense of transforming games to MMC5?

Thanks for the answers.

Yes, the first idea that came to me was that then someone can do another hack taking advantage of the transformation to MMC5.
by Diskover
Sat Aug 17, 2019 12:09 am
Forum: NESdev
Topic: What is the sense of transforming games to MMC5?
Replies: 13
Views: 10320

What is the sense of transforming games to MMC5?

I have been observing a user who hangs patches to pass UNROM games to MMC5 in Romhacking for a few days.

I don't understand what the meaning of this is.

Is there any practical, visual, or improvement advantage?

EJ: https://www.romhacking.net/hacks/4642/
by Diskover
Sat Apr 13, 2019 12:21 pm
Forum: Homebrew Projects
Topic: The Banketh - The Video Game.
Replies: 34
Views: 37810

Re: The Banketh - The Video Game.

The sprites of my friends when they are rescued, have been completely redesigned.

Before they were very ugly.

Before:
Image

Now:
Image
by Diskover
Fri Apr 12, 2019 1:57 am
Forum: Homebrew Projects
Topic: The Banketh - The Video Game.
Replies: 34
Views: 37810

Re: The Banketh - The Video Game.

This video game was never really dead, there have simply been changes in my life and I have had to delay it. But I've always had the intention of improving it again and creating another crowfunding in the near future. I leave a video for you to see how this boss of level 2 behaves. You have to impro...
by Diskover
Sat Apr 06, 2019 3:16 pm
Forum: Homebrew Projects
Topic: The Banketh - The Video Game.
Replies: 34
Views: 37810

Re: The Banketh - The Video Game.

UPDATE 2019 After two years of the crowfunding attempt to be able to manufacture one hundred units of The Banketh, this April I have finally returned to the project. As you know, the aforementioned crowfunding stayed at a thousand euros to achieve the goal and had to give up. After this, I disregar...
by Diskover
Thu Jan 10, 2019 1:54 am
Forum: NESdev
Topic: Graphical glitches on the Everdrive
Replies: 47
Views: 35936

Re: Graphical glitches on the Everdrive

A few years ago, when I was programming The Banketh, I also had a series of graphic and sometimes ROM problems that proved my progress. In the PC emulator it worked correctly. When I was recording on PRG and CHR on the board, it also worked correctly. But when I put the ROM in the SD and threw it in...
by Diskover
Wed Jan 09, 2019 4:16 am
Forum: 2018 NESdev Competition
Topic: Espitene
Replies: 47
Views: 48620

Re: Espitene

Espinete forever!!! :P
by Diskover
Tue Jul 24, 2018 4:58 pm
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 148804

Re: NES Screen Tool

Buherman wrote:
robin.jpg
Is it possible to make such special screens with NES Screen Tool.
How?
With patience 8-)
by Diskover
Tue Jul 24, 2018 4:20 pm
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

The problem this Nintendulator is the same kind of issue as with the sprites, just this time with PRG banking. You haven't initialized the bank at $8000-9FFF (banking register 6) before you use it. Apparently almost all emulators initialize this to 0, and even the PowerPak and Everdrive seem to do ...
by Diskover
Tue Jul 24, 2018 6:19 am
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

That looks better in terms of scrolling. One more issue though: you haven't set up 4 of the CHR banking registers. You can see the problem using Mesen, but it appears the same way on my PowerPak (i.e. the character sprite and moon sprite are using the wrong tiles). This isn't NTSC / PAL related, it...
by Diskover
Mon Jul 23, 2018 2:06 pm
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

Oh, you called $74 _Scroll_Index in your IRQ code, you should use that at @skipNtsc too just in case the variable ever moves. I was only calling it $74 because I was looking at it through a disassembly. Ok, now I have understood. According to the dougeff tutorial everything that corresponds to the ...
by Diskover
Mon Jul 23, 2018 1:22 am
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

Ok, let's see. Right now this is like this: ;NMI handler nmi: ... ... ... @skipNtsc: LDA #$01 ; turn off MMC3 IRQ STA $E000 STA $C000 ; count 20 scanlines, then IRQ LDA #$00 STA $C001 LDA #$01 STA $E001 ;turn on MMC3 IRQ LDA #$00 STA $74 cli jsr FamiToneUpdate pla tay pla tax pla rti irq: pha txa ph...
by Diskover
Sun Jul 22, 2018 7:45 am
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

My assumption is that you're running your music within the NMI. The reason this is a problem is that NMI implicitly does a SEI (cleared by the RTI popping the processor flags). So if your music update happens in your NMI routine, it will overlap and block your interrupts if it takes too long, which...
by Diskover
Thu Jul 19, 2018 9:35 am
Forum: Homebrew Projects
Topic: Shadow of the Beast (port)
Replies: 71
Views: 38936

Re: Shadow of the Beast (port)

Ok, done, but I do not know what I've played now that when I turn on the music, the game does not work correctly: cry: