Search found 4415 matches

by Dwedit
Sat Apr 17, 2021 6:47 pm
Forum: NESdev
Topic: Game loop order
Replies: 2
Views: 126

Re: Game loop order

What I ended up doing was putting a collision check inside the code that handles the Enemies or Projectiles. Their code called a function to check for collision with the player.
by Dwedit
Fri Apr 16, 2021 12:02 pm
Forum: NESemdev
Topic: How to put gba Games into a Pocketnes menu
Replies: 7
Views: 522

Re: How to put gba Games into a Pocketnes menu

What exactly do you need GBA games on a pocketnes menu for? Unless you're manufacturing your own bootleg cartridge...
by Dwedit
Fri Apr 16, 2021 9:29 am
Forum: NESemdev
Topic: How to put gba Games into a Pocketnes menu
Replies: 7
Views: 522

Re: How to put gba Games into a Pocketnes menu

That version of PocketNES could boot in Multiboot mode, so it ran from EWRAM. Then if necessary, you could boot one game that was linked to run at the base ROM address. No mapper necessary. You could just hack the first game to make it boot PocketNES instead, then have a special feature in the modif...
by Dwedit
Tue Apr 13, 2021 1:02 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 940
Views: 515245

Re: Mesen - NES Emulator

I also just added the "BRK" instruction as a "jump" type instruction to stop the disassembler from proceeding past a BRK. Some games use BRK for special types of calls, so they will put data after the instruction.
by Dwedit
Tue Apr 13, 2021 8:38 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 940
Views: 515245

Re: Mesen - NES Emulator

"Options > Auto Create Jump Labels" turns them on or off. It doesn't destroy the labels it created though. Edit: Regarding the ".." labels, that's done by a function called "DrawLineNumber": ... string lineNumber; if(string.IsNullOrEmpty(_lineNumberNotes[currentLine])) { lineNumber = _lineNumbers[cu...
by Dwedit
Tue Apr 13, 2021 12:43 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 940
Views: 515245

Re: Mesen - NES Emulator

I just implemented a new Comment Editor: You press Semicolon, you can type in a comment, then hit Enter, and you've just added in a comment to the debugger. No need to create a Label first, or accidentally on the wrong part of the instruction and create the wrong label. If you want to review the cod...
by Dwedit
Sat Apr 03, 2021 4:48 pm
Forum: NESemdev
Topic: Using a Rasp Pico board to emulate NES
Replies: 4
Views: 741

Re: Using a Rasp Pico board to emulate NES

From Datasheet RP2040 is a low-cost, high-performance microcontroller device with flexible digital interfaces. Key features: •Dual Cortex M0+ processor cores, up to 133 MHz •264 kB of embedded SRAM in 6 banks •30 multifunction GPIO •6 dedicated IO for SPI Flash (supporting XIP) •Dedicated hardware f...
by Dwedit
Thu Apr 01, 2021 5:04 pm
Forum: NESdev
Topic: NFT/Blockchain ROMS
Replies: 26
Views: 2972

Re: NFT/Blockchain ROMS

Someone get this scam shit out of here. NFT itself is a scam. There is no place in NesDev for scamming people.
by Dwedit
Tue Mar 30, 2021 1:25 pm
Forum: Newbie Help Center
Topic: Scrolling RPG maps
Replies: 69
Views: 5895

Re: Scrolling RPG maps

I've been asked to describe how Dragon Warrior 2-4 compressed its overworld map. This is a rough outline. (Not a full specification of the actual bit layout used by the game) ==DW2-4 Overworld Map== It's an RLE system. 5 bits are used for Length (0-31 plus 1), 3 bits are used for Tile Type. (0-7) Bu...
by Dwedit
Sat Mar 27, 2021 3:59 pm
Forum: NESdev
Topic: Experiencing a real development of a Nes cart with 80’s computers
Replies: 7
Views: 2127

Re: Experiencing a real development of a Nes cart with 80’s computers

I know that a few devs made their own assemblers and linkers to run on MS-DOS machines. I think some of them used RAM-based cartridges as well.
by Dwedit
Tue Mar 09, 2021 5:08 pm
Forum: NESemdev
Topic: sound sync (wrong number of samples)
Replies: 4
Views: 802

Re: sound sync (wrong number of samples)

Syncing is hard. You have the NES generating a picture at ~60.0985 FPS (omitting the first pixel from the prerender line about half of every frame) You have the NES generating audio at ~1.7898 MHz. Your video card will output at the monitor's refresh rate, which could be anything from 59.5Hz to 60.4...
by Dwedit
Mon Mar 08, 2021 10:34 am
Forum: NESdev
Topic: what is this song called?
Replies: 3
Views: 745

Re: what is this song called?

Try Shazam or something.
by Dwedit
Sat Mar 06, 2021 12:27 pm
Forum: NESdev
Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
Replies: 20
Views: 18790

Re: Bandit Kings uses the MMC5 vertical split screen scrolling?

I bet that star effect (appearing exactly that way) could be done without any mapper at all. It's a 12x16 tile area getting redrawn.

If the stars were static and not doing fine scrolling, it couldn't be done.
by Dwedit
Tue Mar 02, 2021 10:33 am
Forum: NESdev
Topic: Updating background metatiles during game
Replies: 3
Views: 1198

Re: Updating background metatiles during game

I'll be calling the game metatiles (16x16) "Squares" just to simplify the names. Let's suppose you have a big map. It could be as big as 4096x4096 squares large. Variables you may have: Camera Coordinates in pixels (16 bits) CameraX (unit: pixels) CameraY Tile Coordinates of upper-left corner in VRA...