Search found 321 matches

by Shonumi
Fri Sep 27, 2019 9:53 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 8046

Re: Help with DS reverseing

One more note that just occurred to me, BG2 is also an affine-transformed (scale/rotation) layer. I believe this game only changes one affine parameter (Parameter A, also known as "dx"). Basically it stretches it across the X-axis. This seems intended to make the transparent gaps longer than they'd ...
by Shonumi
Fri Sep 27, 2019 7:22 pm
Forum: Other Retro Dev
Topic: Help with DS reverseing
Replies: 7
Views: 8046

Re: Help with DS reverseing

Initially, I suspected something like using HDMA to manipulate one of the Windows per-scanline, and just adjust the brightness for all affected backgrounds. Apparently that's not the case. On Engine B (top-screen in this case), the game is actually alpha blending a pure-black background (BG2) on top...
by Shonumi
Mon Aug 12, 2019 6:00 am
Forum: General Stuff
Topic: Why preserve video games?
Replies: 38
Views: 27126

Re: Why preserve video games?

One thing that gets ignored a lot in this conversation is that people for and against tend to only think of what value these games will provide to the average Joe, the normies, the masses, regular gamers, etc. Not a lot of ordinary folk will want to experience or play older games. However, from an a...
by Shonumi
Tue Apr 23, 2019 6:02 pm
Forum: GBDev
Topic: Super Gameboy palette glitches
Replies: 6
Views: 6492

Re: Super Gameboy palette glitches

Pokemon being such a high-profile title, having a bug this obvious seems unlikely. I'll echo what tepples said. Off the top of my head, I name Pokemon R/B among one of the most glitchy games on the Game Boy. Stuff like Missing No., the nugget bridge Mew trick, or even being able reprogram the game ...
by Shonumi
Sat Apr 06, 2019 7:43 am
Forum: SNESdev
Topic: Why two windows?
Replies: 12
Views: 6962

Re: Why two windows?

Any effect that spawn in two vertical columns in the entire screen... Looks at Drew Sebastino's example above for instance. Any more specific examples besides DKC3? I only ask because I know the GBA can wrap its windows, so on that system you could get away with just a single window. Just idle curi...
by Shonumi
Fri Apr 05, 2019 9:54 pm
Forum: SNESdev
Topic: Why two windows?
Replies: 12
Views: 6962

Re: Why two windows?

Well... on SNES, unlike GBA, there are no Y-coordinates for windows, so without any H-blank changes they always go from the very top to the very bottom of the screen. In other words, you'd pretty much always use those "tricks" on SNES regardless, even for a simple rectangular window. Interesting, n...
by Shonumi
Fri Apr 05, 2019 7:48 pm
Forum: SNESdev
Topic: Why two windows?
Replies: 12
Views: 6962

Re: Why two windows?

I'm going to go with 93143 and say that just one window may have been too limiting. It's fine for many, if not most cases, but giving access to two windows just about covers every other usage. One nice thing about two windows is that you can use them on two separate sections of the screen without re...
by Shonumi
Thu Mar 14, 2019 9:32 pm
Forum: Other Retro Dev
Topic: Neo Geo Pocket emulation
Replies: 28
Views: 28847

Re: Neo Geo Pocket emulation

I'd definitely want to help Higan emulate those peripherals. That would probably have to be one of those "eventually" kinda plans. I just have so much on my plate right now and in the short-term future, but the NGP has really caught my eye. When I saw a video of the Wireless Communication Unit in ac...
by Shonumi
Wed Mar 13, 2019 8:20 pm
Forum: Other Retro Dev
Topic: Neo Geo Pocket emulation
Replies: 28
Views: 28847

Re: Neo Geo Pocket emulation

Just stopping by to say it's great that you're taking a serious swing at the NGP. It's about time someone took a closer, finer look at how this handheld works. I looked into it late last year out of boredom, and I share the sentiments about system complexity. Your progress looks awesome so far, so k...
by Shonumi
Tue Jan 29, 2019 11:01 pm
Forum: GBDev
Topic: How do GPU/PPU timings work on the Gameboy?
Replies: 17
Views: 19949

Re: How do GPU/PPU timings work on the Gameboy?

There are 3 (very broad) possibilities. 1) Your emulator implements some hardware behavior incorrectly (bad CPU instruction, bad timer, bad memory writes/reads, bad interrupts, etc) which causes the data in VRAM to become corrupted. 2) VRAM is not corrupted, however, the way your emulator renders VR...
by Shonumi
Tue Jan 22, 2019 8:59 am
Forum: GBDev
Topic: Game Boy CPU isn't a Z80. What is it?
Replies: 17
Views: 18386

Re: Game Boy CPU isn't a Z80. What is it?

"GBZ80": Fan name for the Game Boy instruction set based on the overall similarity of its unprefixed and $CB-prefixed instructions to those of Zilog's Z80. Invites confusion because the lack of IX/IY register and exchange instructions makes it handle quite unlike a Game Gear's authentic Z80 in prac...
by Shonumi
Thu Jan 17, 2019 8:10 pm
Forum: GBDev
Topic: Font size: How big is big enough?
Replies: 4
Views: 6978

Re: Font size: How big is big enough?

Simpler answer could have been lighting was an issue. It's not just the shadow effect of the LCDs on DMGs and MGBs, not having backlights (or even frontlights) can be hard for people on any Game Boy model. I wonder if the situation would have improved if you'd given this relative an AGS-101 (or even...
by Shonumi
Fri Jan 04, 2019 9:29 pm
Forum: NESdev
Topic: Demo. Fzero like game on NES.
Replies: 43
Views: 17320

Re: Demo. Fzero like game on NES.

I think the concept behind this is really cool! It makes me want to try and do something like this on the Game Boy now ;) I have a few thoughts about the possibilities of "Mode 7" like graphics on the NES. If you do a water based racer instead of futuristic hovercrafts, you probably could get away w...
by Shonumi
Sat Dec 29, 2018 1:07 pm
Forum: Other Retro Dev
Topic: Failure messages in emulator tests
Replies: 18
Views: 22576

Re: Failure messages in emulator tests

As an emulator developer myself, I'm not particularly offended. The meme was always playful to me, and given its origins from the demoscene, I always saw it as a technical challenge for emudevs to rise up in terms of emulator accuracy. Perfect example would be Overdrive 2; in a few weeks BlastEm emu...
by Shonumi
Tue Dec 04, 2018 6:06 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 42287

Re: [NDS] Bilou School Rush

One thing I had in mind to ease the porting towards other platforms was to merge the C++ logic of the code with an NDS emulator. We'd still have emulated sound & graphics, but the CPU wouldn't need emulation because there would be native code instead. Is that something GBE+ would make possible / ea...