Search found 117 matches

by pwnskar
Thu Apr 23, 2020 6:12 am
Forum: NESdev
Topic: Aren't you afraid that NES Maker would just bring lazy noobs
Replies: 137
Views: 33517

Re: Aren't you afraid that NES Maker would just bring lazy noobs

If only there were a tool that offered point and click game creating / editing with the flexibility of modifying the engine under the hood. Nothing like that exists currently to my knowledge. ...Well, that "thing" may soon exist. That is all i can say about it, for now =) You got me thinking of Man...
by pwnskar
Wed Mar 25, 2020 2:26 pm
Forum: NESdev
Topic: Nametable compression with 4-way scrolling
Replies: 3
Views: 1248

Re: Nametable compression with 4-way scrolling

What you can do is add more layers of reusable blocks. Instead of having each screen be built out of 16x16-pixel metatiles, they can be built out of 32x32pixel blocks which in turn are built from 4 16x16-pixel metatiles. I've used that concept to the extreme in my own scrolling engine, where every ...
by pwnskar
Wed Mar 25, 2020 9:36 am
Forum: NESdev
Topic: Image Parser
Replies: 2
Views: 4180

Re: Image Parser

Super cool, thanks for sharing! I've not tried implementing cut-scenes yet, but this looks like it could come in handy. :)
by pwnskar
Wed Mar 25, 2020 9:24 am
Forum: NESdev
Topic: Nametable compression with 4-way scrolling
Replies: 3
Views: 1248

Nametable compression with 4-way scrolling

I've managed to implement 4-way scrolling in my never-ending NES project. It's in a sort of working state using metatile compressed nametable data. Now I'm curious how other people store their maps for 4-way scrolling. Personally I divide my levels in "screens", where each is 240 bytes. Every 16 byt...
by pwnskar
Thu Mar 05, 2020 10:23 am
Forum: Other Retro Dev
Topic: bumping up file size
Replies: 7
Views: 4034

Re: bumping up file size

You'll have to use bank swapping in order to expand your rom. MMC3 is a popular mapper that supports this: https://wiki.nesdev.com/w/index.php/MMC3 The NES can only access 32kb of PRG-ROM and 32kb of CHR-ROM by default. To get around this limitation "mappers" were developed and put into the circuitr...
by pwnskar
Wed Feb 19, 2020 6:57 am
Forum: NESemdev
Topic: An idea: emulating dirty pin connector?
Replies: 7
Views: 3722

Re: An idea: emulating dirty pin connector?

I think a feature like this could be useful as a cross reference when testing on real hardware.

I personally have some weird sprite issues when running my project on one of my machines. Being able to emulate various hardware failures would be a nice tool to track down where things are going wrong.
by pwnskar
Thu Feb 06, 2020 10:54 am
Forum: General Stuff
Topic: help with PCB design cartridge slot extender
Replies: 3
Views: 2657

Re: help with PCB design cartridge slot extender

That looks like a lot of work! What's it for? Are you planning on making some sort of frankenstein all-consoles-in-the-same-box project? :)
by pwnskar
Mon Jan 27, 2020 2:32 am
Forum: NESdev
Topic: NES-001 PPU compatible questionan issue after rgb mod
Replies: 16
Views: 4929

Re: NES-001 PPU compatible questionan issue after rgb mod

Glad to see you managed to fix it and that nothing was broken! The solder pads to the PPU can be very fragile in my experience, at least if you desolder by hand without advanced tools like a Hakko.
by pwnskar
Thu Jan 23, 2020 6:42 am
Forum: NESdev
Topic: NES-001 PPU compatible questionan issue after rgb mod
Replies: 16
Views: 4929

Re: NES-001 PPU compatible questionan issue after rgb mod

Your famicom and NES PPU are interchangable (if not identical). I would very carefully desolder the famicom PPU and reinstall it with a 40 pin DIP socket to make sure it still works properly. Then I would try swapping it with the NES PPU as you already suggested, being very careful not to damage any...
by pwnskar
Wed Jan 08, 2020 8:53 am
Forum: NESdev
Topic: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA
Replies: 12
Views: 4175

Re: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA

calima wrote:
Wed Jan 08, 2020 2:13 am
Retro-access? You may have to look under the SNES section for a multi-out one.
Unfortunately the french NES rgb out is not the same as Nintendo's later consoles. I think the connector is mechanically the same as the FDS, unfortunately.

Image
by pwnskar
Tue Jan 07, 2020 2:38 am
Forum: NESdev
Topic: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA
Replies: 12
Views: 4175

Re: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA

Very nice mod, but why didn't you use the existing rgb out instead of putting in that scart port? I live in sweden but bought a french nes just so that I wouldn't have to alter the case... :D

Well anyways, glad it worked out for you!
by pwnskar
Sat Jan 04, 2020 3:04 pm
Forum: NESdev
Topic: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA
Replies: 12
Views: 4175

Re: Issue with NESRGB sync on PAL console: Composite Sync vs CSYNC vs SYNC on LUMA

I also have a PAL NES with the NESRGB installed and I remember not having a 100% pixel perfect image when playing through an upscaler. Now I've been playing it exclusively on a CRT for years, though, and I don't notice any issues there. I'm not very knowledgeable about video interferance like this, ...
by pwnskar
Sat Jan 04, 2020 6:49 am
Forum: Homebrew Projects
Topic: Copper Jacket: Graphics Updated
Replies: 11
Views: 7449

Re: Copper Jacket

Those updated background tiles look great!
by pwnskar
Sat Dec 14, 2019 4:57 am
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 20720

Re: looking for a coder[paid]

How about flagging the bank swap routine as "locked" until it's done and then skipping sections of NMI that would compromise any of those registers? Or perhaps have have flag set to indicate whether NMI is running and then check that at the start and end of the bankswap routine? If NMI happened duri...
by pwnskar
Thu Dec 12, 2019 1:36 am
Forum: NESdev
Topic: looking for a coder[paid]
Replies: 65
Views: 20720

Re: looking for a coder[paid]

Not saying this to be an ass, but while you wait for someone to take you up on your offer, you should try to see if you can fix it yourself. This particular rom sounds quite obscure and I think it might be hard to find someone willing to dig through the rom, figure out what's going on, play through ...