Search found 4409 matches

by Dwedit
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...
by Dwedit
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...
by Dwedit
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.
by Dwedit
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...
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: 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.
by Dwedit
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...
by Dwedit
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.
by Dwedit
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.
by Dwedit
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...
by Dwedit
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.
by Dwedit
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)
by Dwedit
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.
by Dwedit
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...
by Dwedit
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.
by Dwedit
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.