Search found 125 matches

by Bavi_H
Thu Sep 17, 2020 11:21 pm
Forum: SNESdev
Topic: Mario Paint (Music Maker) REing
Replies: 8
Views: 2772

Re: Mario Paint (Music Maker) REing

I investigated Mario Paint's tempo and found out the following: address: $7E0C28 length: 2 bytes type: unsigned 2-byte little endian integer description: position of the tempo slider in quarter pixels, valid values are 0 to 159. The 0 position is when you drag the slider all the way to the left. Eac...
by Bavi_H
Mon Jul 27, 2020 9:27 pm
Forum: phpBB Issues
Topic: Anti-spam proposal
Replies: 30
Views: 6659

Re: Anti-spam proposal

What I can do is start gradually deleting pre-2020 users with no posts Even if a user doesn't post anything, one useful feature of having an account is that the site remembers which posts you have read. On some forums, I would set up an account just for the purpose of having the site remember the p...
by Bavi_H
Sat Jun 27, 2020 5:19 pm
Forum: General Stuff
Topic: Late 1980s / Early 1990s Memphis Style in NES Games
Replies: 16
Views: 5164

Re: Late 1980s / Early 1990s Memphis Style in NES Games

Parts of M.C. Kids might sort of qualify. The early levels feature bright colors and repeating shapes in the grass and columns: Map of the first level (from The Cutting Room Floor M.C. Kids Prototype - Level Changes ) The text screens (used for the game over message, the bonus game title card, and t...
by Bavi_H
Sun Mar 15, 2020 5:17 pm
Forum: phpBB Issues
Topic: I'm disabling things in Firefox to troubleshoot blocking
Replies: 16
Views: 10356

Re: I'm disabling things in Firefox to troubleshoot blocking

Would viewing a post on the test forum containing all 23 of the smilies in it trigger the issue without needing to log in?
by Bavi_H
Sun Mar 15, 2020 5:14 pm
Forum: Test Forum
Topic: Smilies
Replies: 0
Views: 5320

Smilies

:beer: :D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen:
by Bavi_H
Sun Aug 11, 2019 9:39 am
Forum: General Stuff
Topic: Why preserve video games?
Replies: 38
Views: 24944

Re: Why preserve video games?

One argument I can think of is it's hard to predict what future historians will want to investigate. If digital preservation takes up little physical resources, why not preserve as much as possible for future researchers to study? I'm not sure how strong that argument is. I'm having a hard time comi...
by Bavi_H
Tue Mar 05, 2019 2:25 am
Forum: NES Hardware and Flash Equipment
Topic: Does RF Famicom work with "cable-ready" US TVs?
Replies: 21
Views: 14225

Re: Does RF Famicom work with "cable-ready" US TVs?

I just wanted to point out the term "cable ready" and tepples's advice to look for a switch for AIR, STD, HRC, or IRC dates back to analog-only TVs. Modern TVs with digital tuners will typically just offer a menu item to choose between a cable signal or an over the air antenna signal. On some TVs yo...
by Bavi_H
Sat Feb 02, 2019 4:24 pm
Forum: General Stuff
Topic: "Castlevania" manual revisions?
Replies: 21
Views: 10148

Re: "Castlevania" manual revisions?

From the NintendoAge post: This Castlevania manual also has a variant, at first I thought it was just off-cut a bit but then I realised the seal is actually a different size between manuals. [ broken image link to codemonkies.ca/server/php/files/IMG_20180207_225608_01.jpg ] If you go to images.googl...
by Bavi_H
Wed Jan 30, 2019 9:54 pm
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 37472

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

[You may be able to find the manual on Internet Archive or RomHacking.net. Linking it here might bring bad attention from the powers that be. --MOD] Which diagram says 6bit? In book2.pdf, page 4-6-6 includes a diagram with the statement "D6-D0 change with the amount of mouse displacement. ( Max. 3F...
by Bavi_H
Wed Jan 23, 2019 11:37 pm
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 37472

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

Rainwarrior, thank you for measuring the ball, roller, and counting the holes on the wheel. I was thinking about it often at work today. You already came up with similar results as below (the measurements suggest about 50 counts per inch), but I wanted to chime in with a different way of explaining ...
by Bavi_H
Wed Jan 23, 2019 12:09 am
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 37472

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

Wouldn't inches per second values be related to how often you read the mouse?: If you are reading the mouse once per frame and a value of 3 appears to be 3 inches per second, then if you change to reading the mouse every other frame, a value of 3 would now represent 1.5 inches per second. If you are...
by Bavi_H
Sat Jan 12, 2019 11:30 am
Forum: NES Music
Topic: Editing music in Zelda 2 - The Adventure Of Link
Replies: 10
Views: 12543

Re: Editing music in Zelda 2 - The Adventure Of Link

Romhacking.net's Data Crystal wiki page for Zelda II: The Adventure of Link has a "Zelda II Music Document". The hex locations in that document are offsets in the .NES file.
by Bavi_H
Sun Dec 16, 2018 5:13 pm
Forum: NESdev
Topic: Where to start and Stop looking in the debugger output
Replies: 7
Views: 5465

Re: Where to start and Stop looking in the debugger output

Perhaps gukingofheart is referring to "RAM freezing" cheat ability of FCEUX when saying 075A is an "infinite life address". In FCEUX, you can freeze a RAM address to have a constant value that never changes. In Super Mario Bros., the address 075A stores the current lives. (See this RAM map for Super...
by Bavi_H
Sun Dec 16, 2018 5:07 pm
Forum: NESdev
Topic: [CLOSED]Trying to understand the Address for speed
Replies: 23
Views: 10175

Re: [CLOSED]Trying to understand the Address for speed

Here are some points I hope you might find helpful if they weren't clear before: Game Genie codes can't directly affect RAM On the NES, the RAM is at CPU addresses 0000 to 07FF. However, a Game Genie can only modify the values at CPU addresses 8000 to FFFF. So to make a Game Genie code affect a RAM ...
by Bavi_H
Tue Dec 11, 2018 9:12 pm
Forum: SNESdev
Topic: Nintendo Music Format (N-SPC) questions
Replies: 2
Views: 4716

Re: Nintendo Music Format (N-SPC) questions

Google Translate (translate.google.com) interprets the Japanese sentence with the word MIDI in it as follows: 多くのゲームでは標準MIDIファイルのように、最初にデータの先頭位置を指定したらあとはひたすら演奏するのみかと思いますが、このゲームでは上位に小区間演奏データを束ねる形で曲データを表現します。 In many games, like the standard MIDI file, if you first specify the beginning position of th...