Search found 4409 matches
- Tue Apr 13, 2021 12:43 am
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 934
- Views: 512109
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...
- Sat Apr 03, 2021 4:48 pm
- Forum: NESemdev
- Topic: Using a Rasp Pico board to emulate NES
- Replies: 4
- Views: 587
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...
- Thu Apr 01, 2021 5:04 pm
- Forum: NESdev
- Topic: NFT/Blockchain ROMS
- Replies: 26
- Views: 2144
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.
- Tue Mar 30, 2021 1:25 pm
- Forum: Newbie Help Center
- Topic: Scrolling RPG maps
- Replies: 69
- Views: 4239
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...
- 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: 1561
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.
- Tue Mar 09, 2021 5:08 pm
- Forum: NESemdev
- Topic: sound sync (wrong number of samples)
- Replies: 4
- Views: 703
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...
- Mon Mar 08, 2021 10:34 am
- Forum: NESdev
- Topic: what is this song called?
- Replies: 3
- Views: 630
Re: what is this song called?
Try Shazam or something.
- Sat Mar 06, 2021 12:27 pm
- Forum: NESdev
- Topic: Bandit Kings uses the MMC5 vertical split screen scrolling?
- Replies: 20
- Views: 18598
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.
If the stars were static and not doing fine scrolling, it couldn't be done.
- Tue Mar 02, 2021 10:33 am
- Forum: NESdev
- Topic: Updating background metatiles during game
- Replies: 3
- Views: 1095
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...
- Sun Feb 28, 2021 5:21 pm
- Forum: NESemdev
- Topic: PPU Emulation Wrong Pattern Table
- Replies: 2
- Views: 1509
Re: PPU Emulation Wrong Pattern Table
PPUCTRL (register $2000) determines which pattern table to fetch the tiles from. Figure out the last timestamp and value written there before the graphics display.
- Wed Feb 24, 2021 6:27 pm
- Forum: General Stuff
- Topic: question about systems that support PAL60 systems
- Replies: 14
- Views: 2809
Re: question about systems that support PAL60 systems
Probably lack of rainbows because it's not generating a picture the way a NES does (no square waves between two specific voltage levels)
- Wed Feb 24, 2021 12:17 pm
- Forum: NESemdev
- Topic: games that depend on dmc irq?
- Replies: 19
- Views: 8407
Re: games that depend on dmc irq?
Split topic to somewhere else. That's the usual way to deal with derailed threads.
- Tue Feb 23, 2021 5:09 pm
- Forum: General Stuff
- Topic: Why does Super Mario Bros. Have 256 worlds??? Does the lost levels have 256 worlds as well?????
- Replies: 14
- Views: 3925
Re: Why does Super Mario Bros. Have 256 worlds??? Does the lost levels have 256 worlds as well?????
Here is how Super Mario Bros 1 level numbers work. First the RAM variables used: 75C = Displayed number after the dash (Only used for display, and making world 5 harder once you reach 5-3) 75F = WorldNumber, 0 to 7. (1 is added to this number when it is displayed) 760 = AreaNumber, 0 to 4, or 0 to 3...
- Thu Feb 11, 2021 9:49 am
- Forum: General Stuff
- Topic: Where is a my topic with invite
- Replies: 10
- Views: 4400
Re: Where is a my topic with invite
You're going way too easy on the spambot...
For me, it's an IP ban immediately, then a subnet ban after the second offense.
For me, it's an IP ban immediately, then a subnet ban after the second offense.
- Thu Feb 11, 2021 9:42 am
- Forum: NESemdev
- Topic: PPU producing repeating pattern
- Replies: 8
- Views: 3165
Re: PPU producing repeating pattern
Also, I can see that the background color is wrong, it should not be separate for each group of 4 colors, it should be the same background color.