Search found 89 matches

by Controllerhead
Mon Aug 03, 2020 11:23 am
Forum: NESdev
Topic: Which mapper layout do you find most useful?
Replies: 18
Views: 431

Re: Which mapper layout do you find most useful?

I don't have alot of experience, but, MMC3 seems like a clear winner as far as feature set and compatibility.

I assume most every clone console and hacked together emulator can run Super Mario Bros 3 without many issues.
by Controllerhead
Sun Aug 02, 2020 2:55 pm
Forum: Newbie Help Center
Topic: [Help Request] Animation Guidance
Replies: 4
Views: 235

Re: [Help Request] Animation Guidance

You've been busy! Ill answer quickly and go into more detail in later posts if necessary. You want to take your existing sprite and store a different tile. That is the second entry of each sprite. It would be (roughly) something like this: https://i.imgur.com/nQfMzF8.png For homework, you need to ma...
by Controllerhead
Sun Aug 02, 2020 11:51 am
Forum: NESdev
Topic: SNDTEST Update
Replies: 2
Views: 144

SNDTEST Update

I updated Snowbro's old SNDTEST rom, added some features, and made it work properly on console.

It is useful for quickly designing Sound FX / Instruments. Enjoy!
Image
by Controllerhead
Sat Aug 01, 2020 9:12 pm
Forum: Newbie Help Center
Topic: [SOLVED!] [Help Request] Simple Sound Addition
Replies: 4
Views: 196

Re: [Help Request] Simple Sound Addition

Hey stranger. The length counter (cutoff for sound timing) is bits 3-7 of the fourth register of each non-DPCM channel, so, $4003 %LLLLLxxx, for example. As long as bit 5 of the first register (for square and noise), say $4000, is %xx0xxxxx, the length counter will halt your sound after a specified ...
by Controllerhead
Fri Jul 31, 2020 8:01 pm
Forum: Homebrew Projects
Topic: Sam's Journey · A new NES game in the making
Replies: 30
Views: 9950

Re: Sam's Journey · A new NES game in the making

That camera movement is gorgeous :shock:
by Controllerhead
Fri Jul 31, 2020 3:52 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

eskayelle wrote:
Fri Jul 31, 2020 3:15 pm
Any more advice I can steal from ya?
Nah man, fresh out. Step through debug your logic until it works. Keep at it!
by Controllerhead
Fri Jul 31, 2020 3:03 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

I'm not seeing any sprites besides the ball with that build...
Image
by Controllerhead
Fri Jul 31, 2020 2:38 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

eskayelle wrote:
Fri Jul 31, 2020 2:11 pm
Any more advice I can steal from ya?
Yeah. Zip and link your source code folder! =p

Are you using a step through debugger?
by Controllerhead
Thu Jul 30, 2020 8:37 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

How do you "unload a background"? Oh, i phrased that poorly, i meant storing blank tiles in the nametable(s) where the old tiles were so they aren't still on the screen when you load your new tiles. That depends on how you design your code, though; if you update the entirety of one or both nametabl...
by Controllerhead
Thu Jul 30, 2020 6:57 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

Any tips on next step? Well, however you decide to do it, you're going to need to make a system to handle different screens and game states. If it were me, my next step would be making JSRs to load the title screen background, the gameplay background, the game over screen background, and unload the...
by Controllerhead
Thu Jul 30, 2020 1:05 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

I think you got a handle on it mostly. The "optimized" read code looks good, i would use that. You can keep it in NMI, for now, as you probably want to check the buttons every frame, but a good rule of thumb is to process drawing / graphics first, as they should be updated in vBlank when not changin...
by Controllerhead
Thu Jul 30, 2020 10:39 am
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

Ok man. More or less, you can't just "merge" these two files together and have them work. It seems like you're basically trying to run both of them at the same time. You're gonna need more code to determine what screen you are on and which inputs to process to do what. Multiple screens require a str...
by Controllerhead
Wed Jul 29, 2020 8:31 pm
Forum: NESdev
Topic: [SOLVED!] [Help Request] Homebrew Title Screen Code
Replies: 17
Views: 667

Re: [Help Request] Homebrew Title Screen Code

Hey man! Congrats on starting your journey. I took a look and didn't fix everything, but you were RTS'ing into the great beyond on line 216 from xxx:, so the JMP xxx on line 1238 should be a JSR xxx. Otherwise, it looks like you're trying to load your entire title screen on every frame after that in...
by Controllerhead
Mon Jul 27, 2020 2:51 pm
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 31
Views: 1486

Re: Nintendo "Gigaleak"

I've been trying to get SCad to work, not much success so far... it's entirely in Japanese and is clearly missing some SDK, and probably other requirements; it also seems to need specific tweaks in the options, none of which i can read. I'd love to use it though... Files seems to be split in PRG and...
by Controllerhead
Sun Jul 26, 2020 12:39 pm
Forum: NESdev
Topic: Has anyone tried to make a website specifically for revers engineered games?
Replies: 26
Views: 1214

Re: Has anyone tried to make a website specifically for revers engineered games?

Dragon Warrior uses the BRK command to call an IRQ to run subroutines on different banks and has 1 or 2 data bytes after the BRK to indicate which subroutine and memory bank to use ... It was very time consuming to manually review all the code and find these sections. Ahhh, i see now. It's probably...