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by VEG
Wed Oct 12, 2016 9:15 am
Forum: 2016 NESdev Competition
Topic: 2016 NESDev Compo - Guidelines/Rules
Replies: 140
Views: 89968

Re: 2016 NESDev Compo - Guidelines/Rules

New version of my demo "Unchained Nostalgia" is released. Now it works fine on real hardware.
Topic on this board is here: viewtopic.php?f=22&t=10672
by VEG
Wed Oct 12, 2016 9:07 am
Forum: NESdev
Topic: No NMI if main code reads PPUSTATUS ($2002) in a loop
Replies: 8
Views: 2835

Re: No NMI if main code reads PPUSTATUS ($2002) in a loop

So, I can check this flag (for the previous frame) directly in my NMI handler, at the top of its code? Thank you for this information.
Anyway, I had removed that code and now I'm changing the order of OAM filling just on every frame.
by VEG
Wed Oct 12, 2016 8:50 am
Forum: Homebrew Projects
Topic: Unchained Nostalgia
Replies: 12
Views: 12651

Re: Unchained Nostalgia

Unchained Nostalgia v1.3.1 [2016/10/14]

Corrected v1.3.0 regression causing floating tempo of the music on accurate emulators and real hardware.

Project page: http://veg.by/en/projects/unchained/
Download: http://veg.by/files/nes/unchained_nostalgia.zip
by VEG
Wed Oct 12, 2016 7:45 am
Forum: NESdev
Topic: No NMI if main code reads PPUSTATUS ($2002) in a loop
Replies: 8
Views: 2835

Re: No NMI if main code reads PPUSTATUS ($2002) in a loop

Yes, it would be nice to mention it in the wiki. I've tried to catch sprite overflow flag in the main code while waiting of changing of the value of the nmi_counter, but it was the cause of losing of some NMI calls. I've tried to use this flag as an event for changing direction of outputting of spri...
by VEG
Wed Oct 12, 2016 5:52 am
Forum: NESdev
Topic: No NMI if main code reads PPUSTATUS ($2002) in a loop
Replies: 8
Views: 2835

Re: No NMI if main code reads PPUSTATUS ($2002) in a loop

No, it is a different problem. Please read the code in my message and you will see that it is an absolutely different situation. NMI vector is called just 3 times, and then it will not be called at all. Just because of this loop with two nops and reading from the $2002. I've encountered this this pr...
by VEG
Wed Oct 12, 2016 5:31 am
Forum: NESdev
Topic: No NMI if main code reads PPUSTATUS ($2002) in a loop
Replies: 8
Views: 2835

No NMI if main code reads PPUSTATUS ($2002) in a loop

I have encountered a very strange behavior. I'm reading PPUSTATUS ($2002) in main code (reset vector) in a loop, and for some reason sometimes NMI isn't called in this case. It depends on ticks between reads from the $2002. For example this code: RESET: ; ... basic init code is skipped LDA #PPU_CTRL...
by VEG
Mon Oct 10, 2016 11:25 am
Forum: 2016 NESdev Competition
Topic: 2016 NESDev Compo - Guidelines/Rules
Replies: 140
Views: 89968

Re: 2016 NESDev Compo - Guidelines/Rules

Is it possible to add this one to the Category 2 (the non-contest category)? =) It was heavily updated when this contest just started.

UPD. I've found a bug with speed when not FCEUX is used. So, it will be updated soon =)
by VEG
Mon Oct 10, 2016 1:46 am
Forum: NESemdev
Topic: NES 2.0 "Official" Specification
Replies: 78
Views: 76051

Re: NES 2.0 "Official" Specification

NSF spec: $07A 1 BYTE PAL/NTSC bits bit 0: if clear, this is an NTSC tune bit 0: if set, this is a PAL tune bit 1: if set, this is a dual PAL/NTSC tune bits 2-7: not used. they *must* be 0 NSFe spec: $0006 1 BYTE PAL/NTSC bits bit 0: if clear, this is an NTSC tune bit 0: if set, this is a PAL tune b...
by VEG
Sun Oct 09, 2016 11:38 pm
Forum: NESemdev
Topic: NES 2.0 "Official" Specification
Replies: 78
Views: 76051

Re: NES 2.0 "Official" Specification

Still think that NTSC should have its own bit instead of this extensibility-poor "both" here. A Dendy bit would be fine too. The idea to have some kind of mask of which systems are supported in this ROM is nice. So, it will be bits N for NTSC, P for PAL, and D for Dendy. As the result we will be ab...
by VEG
Sun Oct 09, 2016 11:29 pm
Forum: NESemdev
Topic: NES 2.0 "Official" Specification
Replies: 78
Views: 76051

Re: NES 2.0 "Official" Specification

My interpretation (with the proposed Dendy flag): Byte 12: 7 0 --------- xxxx xDBP 0000 0000 - NTSC only 0000 0001 - PAL only 0000 0010 - Supports NTSC and PAL, but NTSC is preferred 0000 0011 - Supports NTSC and PAL, but PAL is preferred 0000 0100 - Dendy only, but if Dendy mode isn't available in ...
by VEG
Sun Oct 09, 2016 12:51 pm
Forum: NESemdev
Topic: NES 2.0 "Official" Specification
Replies: 78
Views: 76051

Re: NES 2.0 "Official" Specification

Byte 12: 7 0 --------- xxxx xxBP P: This is a PAL ROM. When set, indicates PAL mode. B: When set, indicates this ROM works on both PAL and NTSC machines. Some of the Codemasters games actually will adjust the game depending on if it detects you running on a PAL or NTSC machine - it adjusts the timi...
by VEG
Sun Jun 19, 2016 11:40 pm
Forum: Homebrew Projects
Topic: Unchained Nostalgia
Replies: 12
Views: 12651

Re: Unchained Nostalgia

Unchained Nostalgia v1.3!

A new version of this demo with some cool new features can be downloaded here: http://veg.by/en/projects/unchained/
by VEG
Wed Mar 11, 2015 3:36 am
Forum: Homebrew Projects
Topic: Flappy Bird port
Replies: 23
Views: 45329

Re: Flappy Bird port

Good port, thank you. Looks very nice :)
by VEG
Sun Feb 15, 2015 10:23 am
Forum: Homebrew Projects
Topic: MultiDude + Super Painter 2 new games!
Replies: 6
Views: 3377

Re: MultiDude + Super Painter 2 new games!

Nice games. Thanks. I like Super Painter :)
by VEG
Sat Feb 14, 2015 10:05 am
Forum: Homebrew Projects
Topic: Unchained Nostalgia
Replies: 12
Views: 12651

Re: Unchained Nostalgia

Unchained Nostalgia v1.2! Today is a Valentine's day, a good sign to release a new version of this demo. http://veg.by/nes/images/unchained_09_v2.png http://veg.by/nes/images/unchained_10_v2.png http://veg.by/nes/images/unchained_12_v2.png Automatic switching of scenes in time with the music (every...