Search found 79 matches

by hawken
Sun Mar 05, 2017 10:43 pm
Forum: NES Graphics
Topic: PAL / SECAM gamut palette test
Replies: 17
Views: 7076

Re: PAL / SECAM gamut palette test

In NES games, no, not really. $20 and $30 are supposed to be the same white, and there are practical reasons why you might want to use $20 instead of $30. The main one I can think of is that it makes fading out look more natural when white doesn't persist for an extra step of the fadeout. Ah good p...
by hawken
Sun Mar 05, 2017 10:40 pm
Forum: NES Graphics
Topic: PAL / SECAM gamut palette test
Replies: 17
Views: 7076

Re: PAL / SECAM gamut palette test

In the 2C02/2C07, colors $00 $10 $20 $30 are "1 2 3 3" and colors $0d $1d $2d $3d are "-1 0 1 2" (and colors $0e $1e $2e $3e $0f $1f $2f $3f all "0"), but in the UM6559 all four columns/rows are "0 1 2 3" Could this be considered a "fix"? I'll edit the .pal so that it conforms to 2C02/2C07 luminanc...
by hawken
Sun Mar 05, 2017 10:28 pm
Forum: NES Graphics
Topic: PAL / SECAM gamut palette test
Replies: 17
Views: 7076

Re: PAL / SECAM gamut palette test

The .pal file is output from ASEprite (64 lines plus header), is there a utility that can convert to the way FCEUX needs it? Opening it with a hex editor I discovered it's a "JASC-PAL" format. Never heard of this one before, but it looks like a simple text file containing a list of decimal triples....
by hawken
Sun Mar 05, 2017 9:58 pm
Forum: NES Graphics
Topic: PAL / SECAM gamut palette test
Replies: 17
Views: 7076

Re: PAL / SECAM gamut palette test

This palette also includes a hack for getting a better 00 ~ 30, 0D~3D range. Reckless!! Use at own risk :mrgreen: Why would you do this? If it's intended for use in an emulator it'll just make games that use $20 as white look dull. If it's intended for use in making NES graphics, those colours aren...
by hawken
Sun Mar 05, 2017 7:29 am
Forum: NES Graphics
Topic: PAL / SECAM gamut palette test
Replies: 17
Views: 7076

PAL / SECAM gamut palette test

I started thinking about what would constitute an accurate palette from PAL / SECAM gamut space. This test is directly from the hardware capable PAL gamut, at 12 equal steps along the possible range. Row 10 ~ 1F is PAL gamut: xR-0.64 yR-0.33 xG-0.29 yG-0.60 xB-0.15 yB-0.06 White point D65 (X0.3127, ...
by hawken
Wed Feb 08, 2017 2:54 am
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 142856

Re: NES Screen Tool

surt wrote:
hawken wrote:Can we do scrolling levels in screentool now? I've been looking for something like this.
Oh, cool. Yes it does.
Enjoying this so far! I can finally make levels in NESst

Have requested a resize function on his facebook.
by hawken
Wed Feb 08, 2017 2:50 am
Forum: NES Graphics
Topic: changing the palette in NES Screen Tool
Replies: 1
Views: 2278

changing the palette in NES Screen Tool

is this possible?

I love NESst to bits but the palette isn't the one I prefer for NES work (colourful PAL rather than the NTSC or what this is).

Once stuff is finished and goes in to code it doesn't matter so much but sometimes I choose the wrong palette values.
by hawken
Tue Jan 24, 2017 4:02 am
Forum: NES Graphics
Topic: NES Screen Tool
Replies: 281
Views: 142856

Re: NES Screen Tool

Somehow I missed rainwarrior's post... But I saw on Shiru's facebook (Alex Semenov (Shiru)) page that he updated the Screen Tool. 2.3...with "Basic map editor for large scrollable maps" and "new lossy import feature". I really never go on Facebook anymore... and only happened upon this post by chan...
by hawken
Fri Dec 09, 2016 9:09 pm
Forum: NESdev
Topic: Freelance programming gig?
Replies: 1
Views: 2293

Freelance programming gig?

I'm not sure of the etiquette on asking here, but I'm looking for a NES programmer for a small project.

If anyone knows the best way to ask here or similarly if this is appropriate as is, please do PM me for more details.
by hawken
Sun Dec 04, 2016 8:12 pm
Forum: NES Music
Topic: 32kb / 64 instruments hard limit?
Replies: 7
Views: 3760

Re: 32kb / 64 instruments hard limit?

Yes, use a mapper with bankswitching, and then use its bankswitching. Export the tracks separately so that each can go in its own bank. If you want an example of a music cart using 32k banking via an AxROM mapper, my old MOON8 project has source code (bottom of the page): http://rainwarrior.ca/musi...
by hawken
Sun Dec 04, 2016 8:04 pm
Forum: NES Music
Topic: 32kb / 64 instruments hard limit?
Replies: 7
Views: 3760

Re: 32kb / 64 instruments hard limit?

Is a 32k per song limit really a problem? I estimate that can squeeze over 30 minutes into 32k. What kind of song do you need more than 30 minutes for? Tarkus - ELP? I'm making a rom of the music that went in to my 3DS / WiiU game "Pirate Pop Plus" - some of the tracks are a little... large. All le...
by hawken
Sun Dec 04, 2016 2:59 pm
Forum: NES Music
Topic: 32kb / 64 instruments hard limit?
Replies: 7
Views: 3760

32kb / 64 instruments hard limit?

I have a bunch of tracks made in Famitracker, need to make them in to one file to work with a music player, that can compile to a rom. The tracks combined are over 32kb. Are there any known techniques (like we have bank switching for tiles) that can be applied to remove this limit? (32kb per song pe...
by hawken
Wed Nov 30, 2016 2:12 am
Forum: NESdev
Topic: Difficulty on making an FDS project?
Replies: 13
Views: 5252

Re: Difficulty on making an FDS project?

A few years back, I'd tried converting my short demo to FDS. I've just attached the archived source from my HDD. It's been a while so I haven't checked the integrity of the files, but just drop asm6.exe into the same folder as the files and launch the batch file and things should be done. Instead o...
by hawken
Wed Nov 30, 2016 2:12 am
Forum: NESdev
Topic: Difficulty on making an FDS project?
Replies: 13
Views: 5252

Re: Difficulty on making an FDS project?

Thanks for the comments, there won't be any saving or loading, more of a self playing demo disc.
by hawken
Mon Nov 28, 2016 10:25 pm
Forum: NESdev
Topic: Difficulty on making an FDS project?
Replies: 13
Views: 5252

Difficulty on making an FDS project?

I'm looking in to this, is there a massive technical difference between a normal NES rom style project and an FDS project?