Search found 358 matches

by infidelity
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 ...
by infidelity
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. :-)
by infidelity
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...
by infidelity
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...
by infidelity
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...
by infidelity
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. :-)
by infidelity
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 ...
by infidelity
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...
by infidelity
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...
by infidelity
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...
by infidelity
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.
by infidelity
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.
by infidelity
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,...
by infidelity
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! :-)
by infidelity
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...