Search found 934 matches

by zeroone
Tue Dec 30, 2014 6:59 pm
Forum: NESemdev
Topic: Super Mario Bros (SMB1) and sprite 0 hit
Replies: 8
Views: 5441

Re: Super Mario Bros (SMB1) and sprite 0 hit

True. I can get it working using the hack mentioned in the original post. But, I might as well shoot for a higher goal. Looking at this stuff makes me wonder how the developers of SMB1 ended up using these facilities. The Famicom came out a few years earlier and none of the launch titles resemble an...
by zeroone
Tue Dec 30, 2014 4:08 pm
Forum: NESemdev
Topic: Super Mario Bros (SMB1) and sprite 0 hit
Replies: 8
Views: 5441

Re: Super Mario Bros (SMB1) and sprite 0 hit

What SMB1 does that might be tripping you up is set the VRAM address directly through writes to $2006. These affect both v and t.
That is certainly possible. And, unfortunately, that would mean I would have to do a full implementation of Loopy's doc to get this working correctly :/
by zeroone
Tue Dec 30, 2014 3:12 pm
Forum: NESemdev
Topic: Super Mario Bros (SMB1) and sprite 0 hit
Replies: 8
Views: 5441

Super Mario Bros (SMB1) and sprite 0 hit

I am attempting to write an NES emulator and I finally got SMB1 running. I have yet to implement all the PPU registers discussed in Loopy's "The skinny on NES scrolling" document. Rather, the emulator simply updates the base nametable address during PPUCTRL ($2000) writes and it updates scrollX and ...
by zeroone
Mon Dec 29, 2014 2:02 pm
Forum: NESemdev
Topic: Pac-Man demo changes slightly after game reset
Replies: 1
Views: 1470

Pac-Man demo changes slightly after game reset

Load the Famicom port of Pac-Man (1984) into any emulator and study the game demo. Normally, Pac-man just misses consuming Blinky (the red ghost) and is ultimately killed by Inky (the cyan ghost). However, after a (soft) game reset, the demo changes slightly: Pac-Man manages to consume Blinky (the r...