Search found 137 matches

by BioMechanical Dude
Wed Feb 10, 2016 7:00 am
Forum: NESemdev
Topic: APU Addresses in FCEUX?
Replies: 20
Views: 5595

Re: APU Addresses in FCEUX?

And how exactly should I go about doing that? Reading from the PC register is the only way of getting any information about the code. Is there some kind of function, allowing to have a better look at the different bytes, without searching ROM addresses? (Also, just in case, this cannot happen with t...
by BioMechanical Dude
Tue Feb 09, 2016 7:36 am
Forum: NESemdev
Topic: APU Addresses in FCEUX?
Replies: 20
Views: 5595

Re: APU Addresses in FCEUX?

OK, I'm executing Bavi_H's instructions, one by one, and they seem to be working well. However, I have encountered another problem, although this is probably due to my lack of knowledge of assembly programming and... well, programming in general. When displaying the values, found in the PC register,...
by BioMechanical Dude
Tue Feb 09, 2016 6:27 am
Forum: NESemdev
Topic: APU Addresses in FCEUX?
Replies: 20
Views: 5595

Re: APU Addresses in FCEUX?

thefox wrote:It's very unfortunate that the value being written doesn't get passed to registerwrite().
So does that mean, there's absolutely no way to read the state of the APU on time?
by BioMechanical Dude
Tue Feb 09, 2016 6:26 am
Forum: NESemdev
Topic: FCEUX's FrameAdvance() Function
Replies: 5
Views: 1785

Re: FCEUX's FrameAdvance() Function

Well, after playing around with the various functions, including frameadvance(), it seems that they won't do good and I'll have to have the script pause the emulator manually. Basically, I need the script to execute code every time a VBlank has ended and the PPU is about to draw the screen again. Mo...
by BioMechanical Dude
Tue Feb 09, 2016 6:11 am
Forum: NESemdev
Topic: APU Addresses in FCEUX?
Replies: 20
Views: 5595

Re: APU Addresses in FCEUX?

If you are using FCEUX's lua scripting, you can gather some information about the current sound register values by using sound.get(). In the help file, go to the Lua Functions List and search for sound.get() to see the overview of what's available. Then see the examples SoundDisplay.lua and SoundDi...
by BioMechanical Dude
Mon Feb 08, 2016 3:20 pm
Forum: NESemdev
Topic: APU Addresses in FCEUX?
Replies: 20
Views: 5595

APU Addresses in FCEUX?

Another FCEUX question (cause those totally get answered). I tried accessing the some of the APU addresses in FCEUX ($4002, for instance) only to discover, that there's nothing there. I used some of the tools, including Memory Watch and the Hex editor, but the address only shows an unchanging value ...
by BioMechanical Dude
Sat Feb 06, 2016 5:07 am
Forum: NESemdev
Topic: FCEUX's FrameAdvance() Function
Replies: 5
Views: 1785

FCEUX's FrameAdvance() Function

I'm working on a Lua script for FCEUX and I just realized, that there are some details, regarding the FrameAdvance() function, that I don't know. First of all, what does the function exactly do? From what I understand it unpauses the emulator for 1/60 seconds, so that one frame can play out and then...
by BioMechanical Dude
Sat Feb 06, 2016 4:58 am
Forum: NESemdev
Topic: 3DNes
Replies: 212
Views: 196691

Re: 3D Nes Emulator

This looks pretty amazing! And I really like that the emulator actually analyzes the images to give them proper 3D models, instead of just stretching them on the Z axis. I know it's a work in progress, but do you have a compiled version or something, that we can try out? I love experimenting with th...
by BioMechanical Dude
Fri Feb 05, 2016 12:51 pm
Forum: General Stuff
Topic: Horror Discussion Thread
Replies: 37
Views: 5468

Re: Horror Discussion Thread

Its adventure games had far less danger of death than those of its rival Sierra. Well, Sierra was sometimes diabolical, when it comes to design choices (the classic "guess my name" puzzle in the first King's Quest). But that doesn't make the LucasArts games any less challenging, especially to the p...
by BioMechanical Dude
Fri Feb 05, 2016 4:25 am
Forum: General Stuff
Topic: Horror Discussion Thread
Replies: 37
Views: 5468

Re: Horror Discussion Thread

A game that you cannot lose is not a game, but is an exercise in futility. No one ever said you can't lose. I bet the whole game would be pretty hard, anyway. It's just this little part at the end, which really only works once... which DRW probably won't use anyway, just because of that reason. Yet...
by BioMechanical Dude
Fri Feb 05, 2016 4:19 am
Forum: NES Graphics
Topic: Graphics Challenge: Color-reduce this parrot
Replies: 33
Views: 14606

Re: Graphics Challenge: Color-reduce this parrot

OK, I have to admit, the teppels and dougeff's conversions are much better than mine. Although I don't like how the blue color in tepples's version is lost. After all, the image is supposed to show off the color capabilities of the system. I guess dougeff made up for that in his version, but some sh...
by BioMechanical Dude
Thu Feb 04, 2016 11:53 am
Forum: General Stuff
Topic: PentaSound Chip and music
Replies: 14
Views: 3455

Re: PentaSound Chip and music

Well, I'm not really good at programming, so I won't be able to make a virtual machine anyway. And even if I was, this would create all sorts of limitations, when it comes to programming. When making games, I prefer using specialized software, because it's much faster and, again, I'm not good at pro...
by BioMechanical Dude
Thu Feb 04, 2016 11:48 am
Forum: NES Graphics
Topic: Graphics Challenge: Color-reduce this parrot
Replies: 33
Views: 14606

Re: Graphics Challenge

And do you likewise release your retouched version to the public domain? Sure. :) Anyway, I've added the palettes to the picture, so that it resembles the ones for the Gameboy and Gamboy Color: http://i34.photobucket.com/albums/d130/AlienX97/NES%20Custom_zpsp7colfng.png The colors in the palettes a...
by BioMechanical Dude
Thu Feb 04, 2016 9:41 am
Forum: NES Graphics
Topic: Graphics Challenge: Color-reduce this parrot
Replies: 33
Views: 14606

Re: Graphics Challenge

At this point the clash is no more noticeable than it'd be in a Spectrum title screen. Well, I'm not really sure how to make it better, without actually editing the picture (this includes something as simple as removing those red leaves to the left. Adding common colors between all of the palettes ...
by BioMechanical Dude
Thu Feb 04, 2016 7:04 am
Forum: NES Graphics
Topic: Graphics Challenge: Color-reduce this parrot
Replies: 33
Views: 14606

Re: Graphics Challenge

I tried making another version for NES. This time I selected the areas myself and picked most of the colors. (Note, the previous image used a more washed out color palette, while this one uses the palette shown in the article) http://i34.photobucket.com/albums/d130/AlienX97/NES%20Custom_zpsvavjk6nn....