Search found 306 matches

by sdm
Thu Apr 19, 2018 3:26 am
Forum: Homebrew Projects
Topic: DELETE TOPIC
Replies: 10
Views: 14353

Re: Just Another Maze Game

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by sdm
Thu Mar 15, 2018 3:42 am
Forum: NES Hardware and Flash Equipment
Topic: Super Multi-Game 150 in 1 Contra High Quality
Replies: 4
Views: 5403

Super Multi-Game 150 in 1 Contra High Quality

Game Menu:
https://postimg.org/gallery/1pbmrw4p0/

I have never met such a version of an old compilation before. Contra 100 in 1 and Contra 168 in 1 are popular, but I see 150 in 1 for the first time. What is the mapper?
by sdm
Wed Dec 27, 2017 9:39 am
Forum: Reproduction
Topic: [SOLVED] UNROM to UxROM 512 - gray screen
Replies: 11
Views: 17313

Re: [SOLVED] UNROM to UxROM 512 - gray screen

Is this scheme correct? Because it is not clear whether the problem was finally solved.
I need to do UxROM 512KB, unfortunately I do not have 74xx377 but I have a lot of 74xx161 and xx32.
by sdm
Tue Dec 26, 2017 3:49 am
Forum: Newbie Help Center
Topic: OAM Sprite Attribute Bit 5 (Priority: front/behind BGR)
Replies: 4
Views: 4488

Re: OAM Sprite Attribute Bit 5 (Priority: front/behind BGR)

Ok, everything is clear. Thanks. I did not notice that at the moment when the Dizzy touches the pillar, additional sprites are placed on the edge of the pillar. A similar effect is in Wonderland Dizzy, but there visible Sprite overflow reveals the use of additional sprites to make the character hide...
by sdm
Mon Dec 25, 2017 5:32 am
Forum: Newbie Help Center
Topic: OAM Sprite Attribute Bit 5 (Priority: front/behind BGR)
Replies: 4
Views: 4488

OAM Sprite Attribute Bit 5 (Priority: front/behind BGR)

Playing Mystery World Dizzy, I noticed something I had not seen before (or did not pay attention). It's about hiding the object (sprites) behind the background (for example, a large pillar at the beginning of the game). It is known that bit5 in the OAM attribute is responsible for displaying sprites...
by sdm
Thu Dec 21, 2017 10:41 am
Forum: NES Hardware and Flash Equipment
Topic: Oryginal Kazzo (Anago) UNROM cart problem
Replies: 11
Views: 5048

Re: Oryginal Kazzo (Anago) UNROM cart problem

I checked DIL32 AMIC A29040B-70 and works with UOROM (programming works).
by sdm
Wed Dec 20, 2017 1:24 am
Forum: Homebrew Projects
Topic: Super Uwol released for free
Replies: 20
Views: 8823

Re: Super Uwol released for free

A very good method to avoid the sprite overflow problem :) What method are you referring to? Also, what is a corshoneta? The coins are not permanently in one position in OAM, they are constantly changing. Thanks to this they all flicker when there are a lot of them, but they do not disappear comple...
by sdm
Tue Dec 19, 2017 1:38 pm
Forum: Homebrew Projects
Topic: Super Uwol released for free
Replies: 20
Views: 8823

Re: Super Uwol released for free

Great game. A very good method to avoid the sprite overflow problem :)
by sdm
Sun Dec 17, 2017 12:42 pm
Forum: NESemdev
Topic: Mapper 133 (Jovial Race)
Replies: 26
Views: 14135

Re: Mapper 133 (Jovial Race)

CHR-RAM or CHR-ROM is not a matter of mapper support. Any mapper can be used with CHR-RAM or CHR-ROM, just place CHR-RAM in place of CHR-ROM. However, this PCB was not designed for CHR-RAM because PPU_!WR at pin header is not routed to anything. I was talking about controlling the mirroring by the ...
by sdm
Sun Dec 17, 2017 4:42 am
Forum: NESemdev
Topic: Mapper 133 (Jovial Race)
Replies: 26
Views: 14135

Re: Mapper 133 (Jovial Race)

It's hard to check without removing the roms. I used a strong, spotlight LED to see the path shadows. NTDEC #15 = Famicom Conn. #53 NTDEC #16 = Famicom Conn. #54 NTDEC #03 = 74hc139 #02 (PRG A16? - because they are 2x PRG 27C512 MaskROM) NTDEC #08 = hard to track, it goes under CHR ROM. NTDEC #13 = ...
by sdm
Sat Dec 16, 2017 8:06 am
Forum: NESemdev
Topic: Mapper 133 (Jovial Race)
Replies: 26
Views: 14135

Re: Mapper 133 (Jovial Race)

I've dumped the cartridge and it was 100% identical to the original (J) rom. The pirate version had absolutely no changes in ROM relative to the original.

I can not take a better picture now, but if some connections are poorly visible on the photo, please show which and then I will check.
by sdm
Sat Dec 09, 2017 12:48 pm
Forum: Homebrew Projects
Topic: BomberMan / Dynablaster style game
Replies: 9
Views: 4928

Re: BomberMan / Dynablaster style game

Some changes in the code. There are hidden things and doors in the walls. Not tested on the hardware - I am curious if everything works ok on NTSC consoles. EDIT: (Ryoga question) The size / length of the fire will not be increased (at least for now, because I have a problem with this in UNROM - in ...
by sdm
Sat Dec 02, 2017 6:37 am
Forum: Reproduction
Topic: Megami Tensei NES translation reproduction
Replies: 10
Views: 14794

Re: Megami Tensei NES translation reproduction

I heard that Megami Tensei II has sound / music menu - is it possible to modify the rom with the game to make this menu right at the beginning of the game (even if it was just the music menu after starting the rom). I would like to make a cart with music from this game to use the DRAGON NINJA card f...
by sdm
Fri Nov 24, 2017 2:46 am
Forum: Homebrew Projects
Topic: DELETE TOPIC
Replies: 10
Views: 14353

Re: Just Another Maze Game

DELETE TOPIC
by sdm
Thu Nov 23, 2017 5:00 am
Forum: Homebrew Projects
Topic: DELETE TOPIC
Replies: 10
Views: 14353

Re: Just Another Maze Game

DELETE TOPIC