Search found 306 matches

by sdm
Mon Dec 02, 2019 3:07 am
Forum: Homebrew Projects
Topic: Plush in a Twisted World
Replies: 8
Views: 6668

Re: Plush in a Twisted World

There is a time limit, but it is quite unusual.
by sdm
Thu Nov 28, 2019 2:11 am
Forum: Newbie Help Center
Topic: reading ppu address from the second screen while scrolling (via sprite position)
Replies: 4
Views: 3608

Re: reading ppu address from the second screen while scrolling (via sprite position)

Thanks for the information. As for the reasonable use of the code, I was only curious about this possibility. Could someone help me reverse this code? Here we convert the YX sprite positions to the PPU address, but I have a problem with the reverse conversion or the PPU address -> YX sprite position...
by sdm
Wed Nov 27, 2019 12:57 pm
Forum: Homebrew Projects
Topic: Plush in a Twisted World
Replies: 8
Views: 6668

Plush in a Twisted World

A platform game in which, avoiding the enemies chasing us, we must collect all the coins. For collecting the coin we get 10pts, a bonus item 10pts, a heart when we have a full set of 20pts (0pts when the heart is only to fill in the missing life). Inspired by the interesting behavior of opponents in...
by sdm
Wed Nov 20, 2019 11:50 am
Forum: Newbie Help Center
Topic: reading ppu address from the second screen while scrolling (via sprite position)
Replies: 4
Views: 3608

reading ppu address from the second screen while scrolling (via sprite position)

Is it possible to read the tiles/ppu address of the second screen while scrolling from the first nametable (2000) to the second (2400) by calculating the sprite position on the screen.? The demo test attachment showing what's going on. Sprite converts its XY position to a PPU address where it stands...
by sdm
Fri Sep 06, 2019 12:14 am
Forum: Newbie Help Center
Topic: improvement random item generation code (BGR / PPU ADDR)
Replies: 9
Views: 4977

Re: improvement random item generation code (BGR / PPU ADDR)

Thanks. Yes, I know that. Of course, the code itself will be outside VBLANK, and only the transfer of value to $ 2007 through $ 2006 in NMI time.
In this case, everything was in NMI because of the test code.
by sdm
Thu Sep 05, 2019 12:15 pm
Forum: Newbie Help Center
Topic: improvement random item generation code (BGR / PPU ADDR)
Replies: 9
Views: 4977

Re: improvement random item generation code (BGR / PPU ADDR)

I used your code. I just don't know if I understood correctly. A / B button run code, D-PAD changes the palette. More precisely UP - lda 00000000 sta attribute, DOWN - lda 00000001 sta attribute, LEFT - lda 00000010 sta attribute, RIGHT - lda 00000011 sta attribute (demo4.nes) Works, but the colors ...
by sdm
Wed Sep 04, 2019 11:30 am
Forum: Newbie Help Center
Topic: improvement random item generation code (BGR / PPU ADDR)
Replies: 9
Views: 4977

Re: improvement random item generation code (BGR / PPU ADDR)

Thanks Tokumaru for the extended code, I will check. The only problem is that all addresses of 8x8 BGR tiles are randomly drawn, while 16x16 blocks should be Sorry, I missed that. Just replace jsr rng ; generate another random byte cmp #240 by jsr rng ; generate another random byte asl a ; an even l...
by sdm
Wed Sep 04, 2019 12:41 am
Forum: Newbie Help Center
Topic: improvement random item generation code (BGR / PPU ADDR)
Replies: 9
Views: 4977

Re: improvement random item generation code (BGR / PPU ADDR)

Thanks, in fact, incomparably smaller code. The only problem is that all addresses of 8x8 BGR tiles are randomly drawn, while 16x16 blocks should be. In addition, the values enter the attribute tables. After all, I would also like to see how to change the original code and use the "TablePPU_HI" tabl...
by sdm
Tue Sep 03, 2019 11:32 am
Forum: Newbie Help Center
Topic: improvement random item generation code (BGR / PPU ADDR)
Replies: 9
Views: 4977

improvement random item generation code (BGR / PPU ADDR)

I wrote a simple code that generates items on the screen in the form of background elements. It works, but I would like to do better. I have a problem generating the HI address using a similar table that I used to generate the LO. Instead, it generates HI by comparing RNG values every 64 and then in...
by sdm
Mon Aug 12, 2019 2:15 am
Forum: Homebrew Projects
Topic: Mutant Sewer Girls
Replies: 6
Views: 6732

Re: Mutant Sewer Girls

I love such games, strength is simplicity. Reminds me of Denine's (Dizzy9) "A_E ADVENTURE 2."
by sdm
Fri Jul 05, 2019 2:21 am
Forum: NES Hardware and Flash Equipment
Topic: 4 interesting PCBs (with photos)
Replies: 17
Views: 13965

Re: 4 interesting PCBs (with photos)

krzysiobal wrote: Don Doko Don 3 (Dok Doko Don 2 hack)
I have another DDD2 bootleg, have PBC the same.
The AAAAAAAB button code for selection of levels also works.
by sdm
Wed Jul 03, 2019 7:26 am
Forum: NES Hardware and Flash Equipment
Topic: New MMC1 board - HVC-SXROM
Replies: 25
Views: 17068

Re: New MMC1 board - HVC-SXROM

I dump the cart with Kazzo (SOROM script). The first half of the PRG ROM was read (512kb) with DQ4(j). DQ4J ROM is identical to the original dump.
by sdm
Tue Jul 02, 2019 1:56 am
Forum: NES Hardware and Flash Equipment
Topic: New MMC1 board - HVC-SXROM
Replies: 25
Views: 17068

Re: New MMC1 board - HVC-SXROM

Bootleg SXROM?
by sdm
Wed Jun 26, 2019 7:15 am
Forum: Newbie Help Center
Topic: MMC1 SXROM 32kB WRAM Banking
Replies: 5
Views: 6189

Re: MMC1 SXROM 32kB WRAM Banking

switch to last 8kb bank of 32kB SXROM WRAM:

lda #%00001100
sta $A000
lsr a
sta $A000
lsr a
sta $A000
lsr a
sta $A000
lsr a
sta $A000

correct?
by sdm
Wed Jun 26, 2019 12:42 am
Forum: Newbie Help Center
Topic: MMC1 SXROM 32kB WRAM Banking
Replies: 5
Views: 6189

Re: MMC1 SXROM 32kB WRAM Banking

Is the wiki page on MMC1 unclear? If so, how can we improve it? In addition, not everyone knows English perfectly, which in the case of technical matters is also more difficult. I would like to make sure - that is 32kB are four banks of 8kB each, switched by bits 2-3 of the C000-DFFF register? 00 -...