Search found 315 matches

by Shonumi
Sat Nov 23, 2019 7:20 pm
Forum: NESemdev
Topic: Study Box (iNES 186) Audio Tape Recording
Replies: 12
Views: 6810

Re: Study Box (iNES 186) Audio Tape Recording

I've always found the Study Box to be a fascinating add-on for the Famicom. Great to see progress reverse-engineering and emulating it. Awesome work!
by Shonumi
Tue Nov 12, 2019 9:09 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

Obviously code in the SNES side could continue doing this ... but it's a lot of overhead, and I can't figure out why it'd be worth doing so. Rather than doing it manually from RAM, I was thinking more along the lines of completely ignoring video from the Game Boy hardware. I was just entertaining t...
by Shonumi
Tue Nov 12, 2019 8:29 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

There's little reason to use the SGB's video output after switching to code running on the S-CPU, because the S-CPU has to start a new DMA every 8 gameboy scanlines to get the current contents. This is controlled by code from the SGB ROM though, correct? Would it be possible for the uploaded and ex...
by Shonumi
Tue Nov 12, 2019 6:32 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

I guess the fear was that JUMP would halt the clock to the Game Boy CPU. Exactly what I thought until recently. My line of thinking was that if you're going to be doing something like this, you're potentially handing total control over to SNES code at that point. SGB commands are no longer processe...
by Shonumi
Mon Nov 11, 2019 8:17 am
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

@tepples : It's early in the morning for me, so perhaps I missed something, but neither sources you posted mentions what exactly happens to the Game Boy side of things after the SGB Jump command is issued. I've used the GBdev wiki page as reference before, but it's still a bit lacking in this speci...
by Shonumi
Mon Nov 11, 2019 7:27 am
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

You can keep doing whatever you want on gameboy-side. Ie. with the jump you have control of both CPUs, you do lose any control by that. This information (along with what tepples posted) is missing from Pan Docs and other resources I've looked at. Might be obvious to people who have worked with SNES...
by Shonumi
Sun Nov 10, 2019 9:12 pm
Forum: GBDev
Topic: Super Game Boy system extensions
Replies: 33
Views: 7565

Re: Super Game Boy system extensions

Something about the SGB that fascinated me as a kid was support for 4-player modes. Bomberman GB is the one I know best, followed by Wario Blast. You'd need the Super Multitap in addition to the controllers, SGB, and Game Boy game. Unfortunately, not a lot of games used it. In fact, it might be just...
by Shonumi
Mon Sep 30, 2019 4:52 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 5893

Re: Help with DS reverseing

are there any tools that actually work on NDS, radare claims to but I was getting garbage out of it.. a see quite a few other reverse engineer tools that have GBA support but not NDS support.. no$gba is the best tool I've used for NDS debugging. I can't think of anything else that even comes close....
by Shonumi
Sun Sep 29, 2019 6:31 pm
Forum: SNESdev
Topic: Random Cave/Dungeon Generation
Replies: 6
Views: 4314

Re: Random Cave/Dungeon Generation

Lufia II had random floors generated for its "Ancient Cave" dungeon.
by Shonumi
Fri Sep 27, 2019 9:53 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 5893

Re: Help with DS reverseing

One more note that just occurred to me, BG2 is also an affine-transformed (scale/rotation) layer. I believe this game only changes one affine parameter (Parameter A, also known as "dx"). Basically it stretches it across the X-axis. This seems intended to make the transparent gaps longer than they'd ...
by Shonumi
Fri Sep 27, 2019 7:22 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 5893

Re: Help with DS reverseing

Initially, I suspected something like using HDMA to manipulate one of the Windows per-scanline, and just adjust the brightness for all affected backgrounds. Apparently that's not the case. On Engine B (top-screen in this case), the game is actually alpha blending a pure-black background (BG2) on top...
by Shonumi
Mon Aug 12, 2019 6:00 am
Forum: General Stuff
Topic: Why preserve video games?
Replies: 27
Views: 14137

Re: Why preserve video games?

One thing that gets ignored a lot in this conversation is that people for and against tend to only think of what value these games will provide to the average Joe, the normies, the masses, regular gamers, etc. Not a lot of ordinary folk will want to experience or play older games. However, from an a...
by Shonumi
Tue Apr 23, 2019 6:02 pm
Forum: GBDev
Topic: Super Gameboy palette glitches
Replies: 6
Views: 4612

Re: Super Gameboy palette glitches

Pokemon being such a high-profile title, having a bug this obvious seems unlikely. I'll echo what tepples said. Off the top of my head, I name Pokemon R/B among one of the most glitchy games on the Game Boy. Stuff like Missing No., the nugget bridge Mew trick, or even being able reprogram the game ...
by Shonumi
Sat Apr 06, 2019 7:43 am
Forum: SNESdev
Topic: Why two windows?
Replies: 12
Views: 6065

Re: Why two windows?

Any effect that spawn in two vertical columns in the entire screen... Looks at Drew Sebastino's example above for instance. Any more specific examples besides DKC3? I only ask because I know the GBA can wrap its windows, so on that system you could get away with just a single window. Just idle curi...
by Shonumi
Fri Apr 05, 2019 9:54 pm
Forum: SNESdev
Topic: Why two windows?
Replies: 12
Views: 6065

Re: Why two windows?

Well... on SNES, unlike GBA, there are no Y-coordinates for windows, so without any H-blank changes they always go from the very top to the very bottom of the screen. In other words, you'd pretty much always use those "tricks" on SNES regardless, even for a simple rectangular window. Interesting, n...