Search found 358 matches
- Sun Mar 16, 2014 1:43 pm
- Forum: Newbie Help Center
- Topic: irq question, why do sprites cause irq to shake/flucuate?
- Replies: 36
- Views: 7121
irq question, why do sprites cause irq to shake/flucuate?
I'm trying to learn about setting up irq's yet again with my MMC5 Zelda hack. I read this site, http://bobrost.com/nes/files/mmc3irqs.txt on learning about setting 40 to 4017 & setting CLI. So what I did was I loaded/stored 40 into $4017 at the beginning of my reset vector, i set the CLI at the end ...
- Sat Mar 08, 2014 10:50 am
- Forum: Newbie Help Center
- Topic: Can you stretch scanlines horizontaly?
- Replies: 11
- Views: 3586
Re: Can you stretch scanlines horizontaly?
Alright, i'll stick with using paint to modify my images. Thank you. 

- Sat Mar 08, 2014 9:37 am
- Forum: Newbie Help Center
- Topic: Can you stretch scanlines horizontaly?
- Replies: 11
- Views: 3586
Re: Can you stretch scanlines horizontaly?
it will just require using pattern and or nametable manipulation to achieve the effect. So the nes can stretch an image horizontaly? If so, how would I go about that with the nes's registers? I'm assuming $2000 & $2001 need to be used? Im looking for extreme stretching here, I just want to make the...
- Fri Mar 07, 2014 2:46 pm
- Forum: Newbie Help Center
- Topic: Can you stretch scanlines horizontaly?
- Replies: 11
- Views: 3586
Can you stretch scanlines horizontaly?
I've seen some crazy screen effects, in making whatever is on the screen stretched out verticaly. I don't know how to pull this off, ive read somewhere on the vertical aspect that it deals with $2000 or something, but what I'm really curious about, is can this same effect be done on a horizontal bas...
- Tue Mar 04, 2014 10:57 am
- Forum: Newbie Help Center
- Topic: cant get NMI to start after reset vector completion
- Replies: 11
- Views: 3434
Re: cant get NMI to start after reset vector completion
That's how I've been coding for almost 10 years. May be insane to others, but that's how I work. I use the FCEUX debugger, and I have no issues. Also, that NMI enable seems to have fixed my control push bit issue. The register that shows a button held down was fine, but the register that shows you p...
- Tue Mar 04, 2014 10:44 am
- Forum: Newbie Help Center
- Topic: cant get NMI to start after reset vector completion
- Replies: 11
- Views: 3434
Re: cant get NMI to start after reset vector completion
I don't write code, I code via hex.
And thank you very much for the info on the enabling of nmi! I threw in LDA #$80, STA $2000, then I perform a JMP over that area, and the NMI pointer is firing up now.
And thank you very much for the info on the enabling of nmi! I threw in LDA #$80, STA $2000, then I perform a JMP over that area, and the NMI pointer is firing up now.

- Tue Mar 04, 2014 9:50 am
- Forum: Newbie Help Center
- Topic: cant get NMI to start after reset vector completion
- Replies: 11
- Views: 3434
Re: cant get NMI to start after reset vector completion
ok, so how do I enable an nmi? I figured sei would take care of that, being set interrupts. :-/ I took a look at super Mario bros, and I see that it loops itself on a jmp. I tried doing that with my work, but the NMI still does not kick in. I noticed The Legend of Zelda does the same thing, it will ...
- Tue Mar 04, 2014 9:13 am
- Forum: Newbie Help Center
- Topic: cant get NMI to start after reset vector completion
- Replies: 11
- Views: 3434
cant get NMI to start after reset vector completion
Im wondering, if this is because what I have going on in my reset vector is too big? This is my first time trying to setup a rom on my own from scratch. If I use an RTS at the end of my reset vector, the game will crash. But if end up using a JMP to where the NMI starts, my NMI code will run, but th...
- Mon Mar 03, 2014 7:10 am
- Forum: Homebrew Projects
- Topic: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress
- Replies: 10
- Views: 7029
Re: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progres
@OneCrudeDude - the reason I liked those specific things saved were, from personal choice, and, the vast majority of those things are already located within the sram. The reason things are crammed onto sram originaly, is due to lack of ram registers. The reason why the Megaman games are so popular t...
- Sat Feb 22, 2014 10:21 am
- Forum: Homebrew Projects
- Topic: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress
- Replies: 10
- Views: 7029
Re: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progres
Updated to v6 Please goto first post to obtain/view original release thread. 2 glitches were brought to my attention. One is, when you obtain a 3rd level cleared card, and decide to reset/power down the rom, the 3rd card is still present in your inventory. This is not supposed to happen, and will ca...
- Mon Feb 17, 2014 8:44 pm
- Forum: Homebrew Projects
- Topic: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress
- Replies: 10
- Views: 7029
Re: My Super Mario Bros 3 Hack - ROM Saves Player(s) Progres
Hack updated to v5.
When in a world with cleared areas, and you use the whistle to advance to a further world, the world you warp to would have areas already cleared. I needed to clear the flags for all levels for Mario & Luigi when using the whistle.
This has now been fixed.
When in a world with cleared areas, and you use the whistle to advance to a further world, the world you warp to would have areas already cleared. I needed to clear the flags for all levels for Mario & Luigi when using the whistle.
This has now been fixed.
- Tue Dec 10, 2013 10:51 am
- Forum: NESdev
- Topic: Issue Converting Mike Tyson's Punch-Out!! to MMC3 *CHR*
- Replies: 9
- Views: 3161
Re: Issue Converting Mike Tyson's Punch-Out!! to MMC3 *CHR*
That, and for anyone who wants it on an MMC3 cart.
- Wed Dec 04, 2013 1:17 pm
- Forum: NES Hardware and Flash Equipment
- Topic: My MMC3 conversion pack
- Replies: 19
- Views: 8255
Re: My MMC3 conversion pack
Excitebike only uses $C000-$FFFF, but i forgot to add the mmc3 chr registers at powerup, so i had to expand the rom so that it could have $8000-$BFFF, and load the routine from there. The other 3 games were CNROM conversions, and originaly they are roughly around 65kb. When i converted them to mmc3,...
- Wed Dec 04, 2013 5:08 am
- Forum: NES Hardware and Flash Equipment
- Topic: My MMC3 conversion pack
- Replies: 19
- Views: 8255
Re: My MMC3 conversion pack
Too much to explain at the moment. I have notes included with all my patches, that shows all my work, and errors encountered & how I figured a solution. Please check the notes, thank you! 

- Tue Dec 03, 2013 7:14 am
- Forum: NES Hardware and Flash Equipment
- Topic: My MMC3 conversion pack
- Replies: 19
- Views: 8255
Re: My MMC3 conversion pack
Please obtain update v9.1 from the first page/first post. There were 4 roms that were not working correctly with the PowerPak. This has been fixed in v9.1 Excitebike (NROM to MMC3) ;fixed for powerpak v9.1 Kung-Fu Heroes (CNROM to MMC3) ;fixed for powerpak v.91 Paperboy (CNROM to MMC3) ;fixed for po...