Search found 939 matches
- Mon Mar 11, 2024 6:45 am
- Forum: NESemdev
- Topic: Nintaco -- NES-Famicom-Dendy Emulator
- Replies: 85
- Views: 128704
Re: Nintaco -- NES-Famicom-Dendy Emulator
Ive downloaded Nintaco and i have downloaded latest Java and when i double click it doesnt open and where to put that code who i provided plz help I just noticed this today. What operating system? Can you run to run it from a console and see if there are any errors displayed? What about the code?
- Sat Sep 09, 2023 6:58 am
- Forum: Other Retro Dev
- Topic: VGA 320x200 pixels, 256 colors, 70Hz refresh
- Replies: 5
- Views: 1295
Re: VGA 320x200 pixels, 256 colors, 70Hz refresh
Thanks for everyone's input. I shall do more research and decide the route forward.
- Fri Sep 08, 2023 1:19 pm
- Forum: Other Retro Dev
- Topic: VGA 320x200 pixels, 256 colors, 70Hz refresh
- Replies: 5
- Views: 1295
Re: VGA 320x200 pixels, 256 colors, 70Hz refresh
Commander Keen used EGA. And I recall reading the author employed undocumented--yet somehow widely available--features of the card. In addition, he built a diff comparator to minimize the data moves from CPU RAM to VRAM. I think VGA can hardware scroll vertically. But horizontal scrolling requires s...
- Fri Sep 08, 2023 9:13 am
- Forum: Other Retro Dev
- Topic: VGA 320x200 pixels, 256 colors, 70Hz refresh
- Replies: 5
- Views: 1295
VGA 320x200 pixels, 256 colors, 70Hz refresh
I am considering writing some simple games in asm for that classic VGA mode. But I don't want to implement insane hardware tricks. I know there is no vertical blank interrupt. But you can poll for it. So, I thinking of making a game that runs at 70 frames/sec. Meaning, it would poll until vblank, co...
- Tue Aug 02, 2022 10:25 am
- Forum: NESdev
- Topic: SimCity prototype found!
- Replies: 79
- Views: 47645
- Sun Jul 31, 2022 2:31 pm
- Forum: NESdev
- Topic: SimCity prototype found!
- Replies: 79
- Views: 47645
Re: SimCity prototype found!
I don't remember how I fixed the problem, but I do remember it was an easy fix.
- Wed Aug 12, 2020 7:59 pm
- Forum: NESdev
- Topic: Castlevania III Sunken City Glitch
- Replies: 2
- Views: 2956
Re: Castlevania III Sunken City Glitch
I found someone else encountering this glitch:
https://youtu.be/Z6zLIVP1iw8?t=378
But I don't know what emulator was used to capture that video. This might be a real bug in the game.
https://youtu.be/Z6zLIVP1iw8?t=378
But I don't know what emulator was used to capture that video. This might be a real bug in the game.
- Wed Aug 12, 2020 7:26 pm
- Forum: NESdev
- Topic: Castlevania III Sunken City Glitch
- Replies: 2
- Views: 2956
Castlevania III Sunken City Glitch
In my emulator ( Nintaco ), rarely, but sometimes, when I kill the final boss in the Sunken City level of Castlevania III, I see the following glitch: https://imgur.com/a/DjI9ZKs I was wondering if this is a known bug, or if this is an emulation issue. I routinely beat the game and I never noticed a...
- Thu May 07, 2020 8:21 am
- Forum: Other Retro Dev
- Topic: Using Leaked Nintendo Source Code Poses Serious Legal Risk to Emulators [link]
- Replies: 12
- Views: 12653
- Fri May 01, 2020 5:22 pm
- Forum: NESemdev
- Topic: Nintaco -- NES-Famicom-Dendy Emulator
- Replies: 85
- Views: 128704
Re: Nintaco -- NES-Famicom-Dendy Emulator
I finally got around to updating Nintaco . A list of changes can be seen here . During 2019, I primarily worked on a complicated bot to play another NES game, an AI more advanced than CastlevaniaBot . Unfortunately, after completing about 90% of it, my work project and team got terminated. That trig...
- Fri May 01, 2020 10:56 am
- Forum: NESdev
- Topic: Emulators that can record video, esp. on non-Windows
- Replies: 12
- Views: 7576
- Tue Oct 01, 2019 8:49 am
- Forum: NESemdev
- Topic: NES palette colors -- notable games list?
- Replies: 11
- Views: 12468
Re: NES palette colors -- notable games list?
What exactly are you trying to achieve?
- Wed Aug 28, 2019 7:31 am
- Forum: NESemdev
- Topic: Ice Climber in my Emulator wants to write to CHR ROM?
- Replies: 7
- Views: 8203
Re: Ice Climber in my Emulator wants to write to CHR ROM?
Hello, So I have been making some progress with my emulator and managed to have visual output with my PPU. Donkey kong main screen renders fine. Tests are also able to print to the screen fine. So another game I tried to render the main screen of was Ice Climber. The text renders fine, but the big ...
- Tue Aug 27, 2019 12:31 pm
- Forum: NESdev
- Topic: Tetris disassembly, Mod framework, Lua unit testing
- Replies: 9
- Views: 10185
Re: Tetris disassembly, Mod framework, Lua unit testing
This version is probably not as useful for the AI play since it only lets you select 5 different heights (like in Type B), but it is nice for normal gameplay. If you wanted it to be able to choose any height, you could use an approach like I did in my playerid hack (which is part of taus for techni...
- Mon Aug 26, 2019 7:08 am
- Forum: NESdev
- Topic: Tetris disassembly, Mod framework, Lua unit testing
- Replies: 9
- Views: 10185
Re: Tetris disassembly, Mod framework, Lua unit testing
I tracked things down more. The reason your change broke the timing is because spawning the next tetrimino ($988E) waits until copyPlayfieldRowToVRAM ($9725) has copied all playfield rows (based on vramRow). Since only 4 rows are copied per frame, decreasing the total number of rows will decrease t...