Search found 192 matches
- Wed Jan 20, 2021 2:12 pm
- Forum: 2020 NESdev Competition
- Topic: Pong de las Tortugas Ninja Trilogy
- Replies: 3
- Views: 238
Re: Pong de las Tortugas Ninja Trilogy
In terms of material, each game is loosely based on a certain gang of shellbacks but isn't necessarily them, nor does any game ever directly reference to the group that inspired it. Those sprites look awful familiar... sorry to say. I'm sure you could go to opengameart and find a suitable replaceme...
- Wed Jan 20, 2021 12:05 am
- Forum: Newbie Help Center
- Topic: Where to start: SNES development for web developer
- Replies: 4
- Views: 136
Re: Where to start: SNES development for web developer
You should also check out the Retro Game Mechanics Explained series on SNES hardware. It's very well done:
https://www.youtube.com/watch?v=57ibhDU ... GV&index=1
- Tue Jan 19, 2021 10:51 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
I can handle level 15/16/17 OK, which I believe is the same as level 18 on the NTSC version, but yeah, I'm sure 19 is hard (equivalent to 18 on PAL I believe). I can last a fair while at that speed, but I find myself going line by line then rather than building for tetrises. :? Oh wow, i loaded up ...
- Tue Jan 19, 2021 10:02 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
The more I think about this, the more I realise that it is something that would probably be possible only on emulators, since the additional processing required to implement these additional rules in realtime would over-burden the processor of original NES hardware. Mmmm no, it could be done. Plent...
- Tue Jan 19, 2021 9:29 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
So ...you want to disable the left / right clipping checks so you can move through a populated space of the gameboard?
I mean, you would first end up inside of the populated space you were trying to go through?
I mean, you would first end up inside of the populated space you were trying to go through?
- Tue Jan 19, 2021 9:03 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
I was just wondering how hard (if even possible) it might be to change that rule such that a piece can move through another piece left or right for up to X milliseconds after they have drawn level with each other in the vertical plane. Sorry, i'm not sure what you're asking? Anyway, the game runs i...
- Tue Jan 19, 2021 8:44 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
it still occurs to me that any lag (however small) could be negated by allowing a player to move a Tetris piece through another one to the left or right for just a few milliseconds after this would normally be impossible. Would that in itself require extremely lengthy and fundamental alterations to...
- Tue Jan 19, 2021 5:57 am
- Forum: NESdev
- Topic: Idea for creating lag-free Tetris on non-CRT displays
- Replies: 14
- Views: 382
Re: Idea for creating lag-free Tetris on non-CRT displays
I admire your enthusiasm, but what you describe breaks the laws of physics. NES Tetris, or any NES game, usually has one "lag frame" in which input is detected and the next game state is calculated while the "previous" frame is being drawn. The calculated picture is then drawn during the next frame,...
- Tue Jan 19, 2021 1:12 am
- Forum: NESdev
- Topic: Nerdy-Nights Week 7 (Pong Clone): Unable to Display A Title Screen
- Replies: 8
- Views: 270
Re: Nerdy-Nights Week 7 (Pong Clone): Unable to Display A Title Screen
What's the preferred method for loading an entire title screen, or for that matter, filling the whole screen with the Nametable tiles as saved in the Nametable memory location? Well, if you ask 1000 people, you'll get 1000 preferred methods =p First things first though: a label with more than 256 e...
- Mon Jan 18, 2021 11:06 pm
- Forum: NESdev
- Topic: Nerdy-Nights Week 7 (Pong Clone): Unable to Display A Title Screen
- Replies: 8
- Views: 270
Re: Nerdy-Nights Week 7 (Pong Clone): Unable to Display A Title Screen
If your current nametable is filled and your screen is blank, looks like PPU rendering might be disabled? Writing 1 to bit 3 to $2001 should make those tiles show up (provided that is the issue) https://wiki.nesdev.com/w/index.php/PPU_registers#PPUMASK Posting source would be helpful to get you up a...
- Thu Jan 07, 2021 2:49 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer
- Replies: 22
- Views: 2385
Re: Witch n' Wiz
For more specifics, you should look through tepples's posts, and maybe the Action 53 multicart builder source code . Thanks for your help! I have enough to start experimenting now. I'll probably post a demo / template exploring PRG ROM / CHR RAM bank switching combinations within 64KB. The only dow...
- Thu Jan 07, 2021 2:06 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer
- Replies: 22
- Views: 2385
- Thu Jan 07, 2021 1:31 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer
- Replies: 22
- Views: 2385
Re: Witch n' Wiz
If the menu system put your game in CNROM mode, yes. Otherwise, you'll have to juggle switching between UNROM-or-ANROM -vs- CNROM mode at runtime. Oh ok, i think i understand, but i still have some questions: A 64KB CNROM can switch between 4 8KB CHR chunks, and UNROM uses switchable 16KB PRG chunk...
- Thu Jan 07, 2021 12:11 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer
- Replies: 22
- Views: 2385
Re: Witch n' Wiz
Mapper 28 supports bankswitching CHR RAM, and I think all future released cartridges populate enough RAM for it. I'm looking at the 2019 ROM, it's set as a 32KB CHR RAM chip. I'm also reading the wiki. If i understand correctly, you can load all of that CHR RAM and switch in 8K chunks from $8x00-$F...
- Fri Jan 01, 2021 2:00 pm
- Forum: Newbie Help Center
- Topic: NES ROM Edits
- Replies: 5
- Views: 1122
Re: NES ROM Edits
Are you editing on the $000-$7FF range? That would be RAM and it will not save. Do you have ROM File checked in the view menu? Otherwise you are just editing the CPU state. Are you saving your game after making your edits? FCEUX allows this right from the hex editor in File -> Save / Save As Could b...