Search found 349 matches

by ulfalizer
Sat Jan 09, 2016 11:18 am
Forum: NESemdev
Topic: HDNes with 3D graphics?
Replies: 4
Views: 3504

Re: HDNes with 3D graphics?

rainwarrior wrote:There's one attempt in this recent thread: viewtopic.php?f=3&t=13552
That's a cool approach, but I'm thinking of something more manual. Having as an option to assign a shape instead of importing a 3D model would probably be nice though.
by ulfalizer
Fri Jan 08, 2016 3:30 pm
Forum: NESemdev
Topic: HDNes with 3D graphics?
Replies: 4
Views: 3504

HDNes with 3D graphics?

Hello, Has anyone considered something like HDNes but with the added capability to replace (groups of) tiles with 3D models? That's what I had originally planned for Nesalizer , but since I seem to have a hard time getting around to it, I thought I'd just throw the idea out there. The implementation...
by ulfalizer
Mon Apr 07, 2014 6:19 am
Forum: NESemdev
Topic: Feedback wanted on SVG PPU frame timing diagram
Replies: 79
Views: 20647

Re: Feedback wanted on SVG PPU frame timing diagram

The background shift registers shift during each of dots 2...257 and 322...337, inclusive. I'm trying to make sense out of visual 2C02 and was wondering about this. If I understand this correctly, tile_l0 - tile_l15 would be the low BG shift register, and new data gets placed in 8-15. Now, if i put...
by ulfalizer
Thu Jan 30, 2014 2:15 pm
Forum: General Stuff
Topic: What do you guys do for work?
Replies: 70
Views: 17826

Re: What do you guys do for work?

I used to work in the IT field, but I eventually got bored and sick of the whole thing (1996-2003). Since then, I've worked only non-technical/technology kind of jobs. The past 4 years, I've been doing this: Maybe it's a "the grass is always greener" thing, but that seems like a pretty nice and rel...
by ulfalizer
Sat Dec 28, 2013 3:25 pm
Forum: NESemdev
Topic: SMB 3 spiked ceilings in castles bug
Replies: 11
Views: 4067

Re: SMB 3 spiked ceilings in castles bug

Post your IRQ code from mapper 4 source/VBlank. I do this at the start of each frame where I turn off the vblank flag for the first scanline: if (cartridge.mapper == 4) map4->irqcounter = map4->irqlatch; This shouldn't be needed. The MMC3 itself doesn't keep track of frames. At the beginning of eve...
by ulfalizer
Sat Dec 28, 2013 2:46 pm
Forum: NESemdev
Topic: SMB 3 spiked ceilings in castles bug
Replies: 11
Views: 4067

Re: SMB 3 spiked ceilings in castles bug

Are you setting the period counter to zero when $C001 is written? Do you reload it with the most recent value written to $C000 when it's clocked by the scanline counter while being zero? I'd mark up lines where IRQs are being asserted and look at that along with a textual trace of MMC3 IRQs. AH! I ...
by ulfalizer
Sat Dec 28, 2013 6:23 am
Forum: NESemdev
Topic: SMB 3 spiked ceilings in castles bug
Replies: 11
Views: 4067

Re: SMB 3 spiked ceilings in castles bug

Are you setting the period counter to zero when $C001 is written? Do you reload it with the most recent value written to $C000 when it's clocked by the scanline counter while being zero?

I'd mark up lines where IRQs are being asserted and look at that along with a textual trace of MMC3 IRQs.
by ulfalizer
Fri Dec 20, 2013 10:06 am
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

It's too bad you don't fight rabbits in Battletoads. Would've made it nicely symmetric (both games have you rescue kidnapped partners too). :?
by ulfalizer
Fri Dec 20, 2013 9:29 am
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

And yeah, most of those are not unique to Bucky O'Hare (it seems to have borrowed a lot of stuff from Battletoads for example), but I can't think of any other game that uses so many different bg-based effects (Battletoads might be a contender). IMO, Bucky O'Hare and Battletoads are the absolute kin...
by ulfalizer
Fri Dec 20, 2013 9:20 am
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

Here's one from Mega Man 5.
by ulfalizer
Fri Dec 20, 2013 9:12 am
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

Here is another well-executed one, though it's kinda drifting from the topic.
by ulfalizer
Fri Dec 20, 2013 9:05 am
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

Bucky O'Hare does lots of neat tricks with background tiles. This scene combines bg-based enemies with parallax scrolling for example (and the boss throws rocks made of bg tiles). Here the large green ball is part of the background (and the scene before that does parallax scrolling by rewriting bg t...
by ulfalizer
Thu Dec 19, 2013 6:35 pm
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

I remember an old game console (can't remember which one; might've been a home computer too) where sprites changed color when they crossed into some background areas. I wonder if it was doing software sprites along with a lower-resolution grid for some of the palette bits like on the NES...
by ulfalizer
Thu Dec 19, 2013 6:12 pm
Forum: NESdev
Topic: Did any games use background tiles for "sprites"?
Replies: 32
Views: 9496

Re: Did any games use background tiles for "sprites"?

Gauntlet uses background tiles for enemies. It has CHR-ROM and doesn't do any merging though.

Merging with complex backgrounds probably wouldn't work very well on the NES since the background palette is set per 2x2 tiles.
by ulfalizer
Sat Dec 07, 2013 9:10 am
Forum: NESemdev
Topic: Nesalizer WIP on github
Replies: 11
Views: 5399

Re: Nesalizer WIP on github

Now has PAL support. High Hopes and Quantum Disco Brothers run fine.

Should get around to adding a GUI soon to make it a bit more usable... :P