Search found 36 matches

by Ti_
Fri Sep 05, 2014 6:28 am
Forum: NESdev
Topic: Tile encoder/decoder
Replies: 83
Views: 68506

Re: Tile encoder/decoder

My test of tokumaru compression on tiles archives from battletoads:
table for unpacked, original packed, and tokumaru packed.
by Ti_
Wed Aug 20, 2014 11:42 pm
Forum: NES Graphics
Topic: New sprite conversion tool: Tilificator
Replies: 63
Views: 29957

Re:

I was interested in trying this but it doesn't seem to work. Traceback (most recent call last): File "tilificatorgui.py", line 23, in <module> File "gtk\__init__.pyo", line 40, in <module> File "gtk\_gtk.pyo", line 12, in <module> File "gtk\_gtk.pyo", line 10, in __load ImportError: DLL load failed...
by Ti_
Wed May 28, 2014 11:59 pm
Forum: NESemdev
Topic: Strange sprite 0 hit behaviour on Nintendulator
Replies: 15
Views: 5422

Re: Strange sprite 0 hit behaviour on Nintendulator

Quietust wrote:Should be fixed now.
Same problem. Have you tested rom?
by Ti_
Wed May 28, 2014 6:13 am
Forum: NESemdev
Topic: Strange sprite 0 hit behaviour on Nintendulator
Replies: 15
Views: 5422

Re: Strange sprite 0 hit behaviour on Nintendulator

Quietust wrote:
Ti_ wrote:Nintendulator ,975 (build from 29 April) still have bug with frameskip. (game: ducktales2)
Could you be more specific?
if set to frameskip not 0.
by Ti_
Tue May 27, 2014 5:59 am
Forum: NESemdev
Topic: Strange sprite 0 hit behaviour on Nintendulator
Replies: 15
Views: 5422

Re: Strange sprite 0 hit behaviour on Nintendulator

Nintendulator ,975 (build from 29 April) still have bug with frameskip. (game: ducktales2)
by Ti_
Mon May 05, 2014 11:57 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

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by Ti_
Fri Mar 21, 2014 5:55 am
Forum: NESemdev
Topic: Why is the current PPU VRAM address updated at scanline 0?
Replies: 13
Views: 4441

Re: Why is the current PPU VRAM address updated at scanline

If rendering is enabled, the video memory address v is updated during the sync pulse before line 0, which ends at dot 304 of the pre-render line. Due to my lack of understanding, it took me a while to understand what the timing diagram ( http://wiki.nesdev.com/w/images/d/d1/Ntsc_timing.png ) can do...
by Ti_
Wed Mar 19, 2014 3:22 am
Forum: NESemdev
Topic: FCEUX with Dendy-mode
Replies: 33
Views: 15436

Re: FCEUX with Dendy-mode

Somebody knows is it possible to make that debugger shows current pixel / scanline after each instruction?
by Ti_
Thu Jan 02, 2014 8:54 am
Forum: NESdev
Topic: The art of reverse engineering?
Replies: 8
Views: 2809

Re: The art of reverse engineering?

I've uploaded latest disassemble of Battletoads. https://code.google.com/p/feos-tas/source/browse/trunk#trunk%2FDisAssemble Format is IDB (IDAPRO). For people who principal, can't get IDA leaked version, I've made different outputs: *asm , hmtl and something else. And about techniques, for initial d...
by Ti_
Tue Sep 17, 2013 1:46 pm
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

Еще интересен вот какой момент - как это дело можно потестировать? Возможен ли такой вариант - взять похожую игру и поменять в ней графику? Например Jackal - схожая механика, размер метаспрайтов 16х24, протагонист в такой габарит вполне влезет. Насколько мне известно есть специальные патчеры, котор...
by Ti_
Sun Sep 15, 2013 9:19 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

Значит буду изучать материалы по метаспрайтам, CHR RAM и мапперам, очень интересно. Чтобы понятнее можешь глянуть редакторы игр, например редактор чипа и дейла CAD Editor - там куски и 32x32 и 16x16. Насчет анимации надо смотреть что лучше подойдет: Это же не только смена графики (в этом случае над...
by Ti_
Sun Sep 08, 2013 12:54 pm
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

Из последнего что было сделано - дальности атаки добавлены и стрельба по зданиям, так же автоматическая атака в радиусе стрельбы, добавлена постройка плит рядом со зданием или плитами своего дома (несколько тестовых зданий на карте). Кроме того, добавлен звуковой движок famitone от Shiru с кавером м...
by Ti_
Fri Aug 30, 2013 8:23 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

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По сравнению с последним видосом - сделан туман, стрельба по юниту и другое.
by Ti_
Sun Aug 25, 2013 10:09 am
Forum: NESdev International
Topic: NESEmDev - Russian
Replies: 52
Views: 83002

Re: NESEmDev - Russian

Ещё видео: (со строчным спрайт лимитом теперь)