Search found 1649 matches

by Quietust
Thu Jan 28, 2021 6:10 am
Forum: NESdev
Topic: Nerdy-Nights: CHR Bank Switching Question
Replies: 3
Views: 75

Re: Nerdy-Nights: CHR Bank Switching Question

Tokumaru beat me to the punch, though I spent long enough typing this message that I'm going to post it anyways. 1. How are the CHR bank numbers (which I assume are .bank 2 and .bank 3) tied to the Bankvalues at all? Where is the link? Since NESASM uses the same set of .bank numbers for both PRG and...
by Quietust
Wed Jan 27, 2021 5:30 am
Forum: Newbie Help Center
Topic: Palettes conflict with simple background.
Replies: 2
Views: 100

Re: Palettes conflict with simple background.

The top bits of $2001 don't actually set the background color; instead, they apply something we've called "color emphasis" which merely tints the entire screen with a particular color. On the NTSC/PAL PPUs this is done by darkening the other color channels (i.e. red emphasis will reduce the green an...
by Quietust
Tue Jan 26, 2021 10:37 am
Forum: Newbie Help Center
Topic: Pausing during NMI execution.
Replies: 8
Views: 185

Re: Pausing during NMI execution.

A lot of people seem to confuse NMI and VBLANK, believing them to be the same thing. While they are related, they are two very different things: 1. VBLANK is a time interval during which the PPU does not attempt to access VRAM or sprites on its own (so it's safe for your program to update them). On ...
by Quietust
Thu Jan 21, 2021 7:44 am
Forum: NES Hardware and Flash Equipment
Topic: NES Controller strange behavior
Replies: 3
Views: 181

Re: NES Controller strange behavior

I'd recommend checking the controller ports to make sure all of the pins are making proper contact - a dirty connection on the D0, OUT, or CLK pins could cause a wide variety of problems, likely including what you're observing.
by Quietust
Thu Jan 21, 2021 7:36 am
Forum: Newbie Help Center
Topic: Nerdy Nights basics: role of the "bank" code
Replies: 7
Views: 228

Re: Nerdy Nights basics: role of the "bank" code

the PC will also seamlessly cross from one bank into the other if you let it reach the boundary (e.g. $DFFF->$E000). My recollection was that NESASM did not allow that, that trying to put more than 8KB in a single bank would either throw an error or silently discard everything past the end of the b...
by Quietust
Mon Jan 18, 2021 12:58 pm
Forum: Reproduction
Topic: VS. Excitebike Mapper Hack?
Replies: 7
Views: 254

Re: VS. Excitebike Mapper Hack?

Simple Vs. System games typically only support two 8KB CHR ROM pages, so it'd be fairly trivial to convert them to CNROM unless they rely on 4-screen VRAM (which most cartridges don't support).
by Quietust
Sat Jan 16, 2021 2:10 pm
Forum: NESemdev
Topic: VT09 RAM
Replies: 6
Views: 3000

Re: VT09 RAM

Might I suggest finding a VT03/VT09 emulator rather than using an NES emulator?

Also, did you really need to resurrect a 3+ year-old thread rather than posting in the VTxx thread you already made?
by Quietust
Fri Jan 15, 2021 9:18 am
Forum: NES Hardware and Flash Equipment
Topic: question about MMC1
Replies: 5
Views: 449

Re: question about MMC1

In theory, the MMC1 could be initialized to any mode, which would require placing valid reset code at the end of every 16KB bank (in order to handle mode 2 as well as 0/1).
by Quietust
Wed Jan 13, 2021 9:41 am
Forum: NESdev
Topic: co-location changes
Replies: 11
Views: 263076

Re: запретное видео

Всем привет белокожие друзья, нашла очнь интересный сайт, любителей животных. А увас есть такие фантазии по поводу вязки с человеком? напиши мне,хочу найти таких же людей чтоб вместе эксперементировать. Желательно с умелым кобельком. Ятемненькая девушка с афрканскими корнями, сейчас живу в России. ...
by Quietust
Sat Jan 09, 2021 1:58 pm
Forum: Newbie Help Center
Topic: Getting started (in 2021)
Replies: 10
Views: 1924

Re: Getting started (in 2021)

nocash wrote:
Fri Jan 08, 2021 9:25 pm
Also have a look at a NES hardware reference (spam warning: try my own everynes.htm document, for example).
That's not spam - that's on-topic self-promotion, and there's nothing wrong with that.
For further convenience, here's a hyperlink to the relevant section of that document.
by Quietust
Wed Jan 06, 2021 12:05 pm
Forum: NESemdev
Topic: New hardware and the INES 2.0 header
Replies: 10
Views: 1257

Re: New hardware and the INES 2.0 header

How does most emulators act when there is a unknown console type id? NintendulatorNRS and Mesen run it as a standard NES/Famicom. I do not know about any other emulators, but expect them to not react to that field at all. As of a few minutes ago, [standard] Nintendulator will display an error messa...
by Quietust
Wed Jan 06, 2021 9:54 am
Forum: NES Music
Topic: Ppmck help on vrc6 noise?
Replies: 3
Views: 1370

Re: Ppmck help on vrc6 noise?

Juanreina wrote:
Wed Jan 06, 2021 7:29 am
Sorry about that, I ment with having the vrc6 chip enabled. I can post the mml so you can see what I mean.
I take this to mean that having the VRC6 enabled makes it impossible to set the NES's builtin noise channel to the 93-bit "looped" mode (as opposed to the 32767-bit "standard" mode).
by Quietust
Thu Dec 31, 2020 12:31 pm
Forum: NESemdev
Topic: mmc3c decap and trace
Replies: 13
Views: 1665

Re: mmc3c decap and trace

I'd be interested to know what the date code was on that MMC3C, since this new picture from furrtek's GitHub repo pretty conclusively illustrates that the MMC3C was CMOS (with 2 metal layers, no less), and the MMC3's been around for a lot longer than the MMC5 (which lidnariq seemed convinced was NMO...
by Quietust
Wed Dec 30, 2020 3:20 pm
Forum: NESemdev
Topic: mmc3c decap and trace
Replies: 13
Views: 1665

Re: mmc3c decap and trace

However if some are willing to do the die analysis themselves, I can do plastic package decaps easily for almost no $. Imaging of dies smaller than 5x5mm is also possible but will take longer. My setup doesn't provide the best image quality so don't expect anything useful for finer processes (say b...
by Quietust
Mon Dec 28, 2020 11:43 am
Forum: NESdev
Topic: List of games that use power-on state to seed RNG
Replies: 36
Views: 5071

Re: List of games that use power-on state to seed RNG

01:EDAA:EE 06 20 INC PPU_ADDRESS = #$00 Hm. Normally that would read the PPU internal open bus (pre-seeded to 0 by the above STX), then write 0, then write 1. Minor nitpick: the PPU's internal bus would be initialized by the "01:EDA5:AD 02 20 LDA PPU_STATUS = #$00" instruction immediately beforehan...