Search found 100 matches

by hackfresh
Fri Dec 16, 2016 12:14 pm
Forum: General Stuff
Topic: Does inputting a 720p hdmi signal to a 1080p tv lag?
Replies: 4
Views: 1594

Re: Does inputting a 720p hdmi signal to a 1080p tv lag?

I'm not 100% sure but I think that post-processing features are a much bigger source of lag. I think upscaling from 720p to 1080p is pretty minimal...roughly 1/2 a frame on the good TV's. Here are some measurements regarding the AVS lag. http://nintendoage.com/forum/messageview.cfm?StartRow=1&catid=...
by hackfresh
Tue Nov 15, 2016 11:26 am
Forum: NESdev
Topic: Collision Detection too slow
Replies: 31
Views: 7121

Re: Collision Detection too slow

Tecmo Super Bowl which has a lot of potential collisions (11 on 11 football)...does the following. 1. It checks if players are close to collision via a larger bounding box. If not they are marked as not close and then when that player is checked it can easily be dismissed saving going through other ...
by hackfresh
Fri Oct 28, 2016 12:40 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerMappers (a new set of PowerPak mappers)
Replies: 78
Views: 30322

Re: PowerMappers (a new set of PowerPak mappers)

Loopy's MMC5 mappers work for the 2017 versoin.
by hackfresh
Thu Oct 27, 2016 3:33 pm
Forum: NES Hardware and Flash Equipment
Topic: Save state format for Everdrive N8
Replies: 1
Views: 1743

Save state format for Everdrive N8

Does anyone happen to know or have figured out what the save file format is for the everdrive. I've looked around but haven't found anything.

I know the very first block is the SRAM. One of the last blocks is the main RAM.
by hackfresh
Tue Oct 18, 2016 2:43 pm
Forum: NESdev
Topic: BizHawk Lua script for visualizing NES hardware sprites
Replies: 14
Views: 8663

Re: BizHawk Lua script for visualizing NES hardware sprites

I like how it gives you the sprite info when you hover it. Very nice!
by hackfresh
Mon Sep 05, 2016 2:02 pm
Forum: NESemdev
Topic: FCEUX 2.2.3 released!
Replies: 11
Views: 3908

Re: FCEUX 2.2.3 released!

Thanks. I had already tried the new PPU mode but it also works in that mode as well.
by hackfresh
Mon Sep 05, 2016 1:35 pm
Forum: NESemdev
Topic: FCEUX 2.2.3 released!
Replies: 11
Views: 3908

Re: FCEUX 2.2.3 released!

I take it other emulators are still best for PPU timing related things. I have an MMC3->MMC5 conversion that works in fceux but it is using the wrong BG bank for the top of the screen for a single cut-scene in nestopia/mesen/nintendulator.

I'm guessing its likely something to do with my code.
by hackfresh
Sun Aug 28, 2016 9:08 pm
Forum: NESdev
Topic: Best debugger?
Replies: 26
Views: 8423

Re: Best debugger?

I like the call stack with the actual ROM addr. That is useful. For the CHR viewer is there a way for it to be in 8x16 (large sprite) mode. I belive the FCEux debugger just added that. Ahh I just noticed one thing that is super useful in FCEUX that I don't see a way to do in MESEN. Can you edit the ...
by hackfresh
Sat Aug 27, 2016 2:30 pm
Forum: NESdev
Topic: Getting started again!! Romhacker to NES Game Programmer
Replies: 41
Views: 6920

Re: Getting started again!! Romhacker to NES Game Programmer

It depends on how long you sample the input for. I made a hack for Tecmo Super Bowl that displays the number of taps when two (man controlled) players collide. The game takes 64 frames worth of input (~ one second). The fastest tappers in our community hit about 16 on average. But in any one sample ...
by hackfresh
Mon Aug 22, 2016 10:08 pm
Forum: General Stuff
Topic: Reasons for NOT trying RockNES?
Replies: 24
Views: 4548

Re: Reasons for NOT trying RockNES?

My opinion would basically echo what rainwarrior said. If I'm using an emulator I'm using it for 1. Developing/debugging. FCUEX does more than any other emulator for my debugging needs. 2. Playing people via netplay. Nestopia with kailerra p2p is still pretty much the only game in town that even wor...
by hackfresh
Fri Aug 12, 2016 9:19 pm
Forum: 2016 NESdev Competition
Topic: Space Race
Replies: 75
Views: 42110

Re: Space Race

Are there any NES emulators with netplay as robust as that of games using GGPO, with transparent rollback and reemulation if Internet lag causes the received presses to differ from what was guessed? It'd require saving a state every frame, but I imagine that with only 10K of RAM in compo-eligible g...
by hackfresh
Thu Jul 14, 2016 5:43 pm
Forum: NES Hardware and Flash Equipment
Topic: NES Classic Edition - Nintendo's own repro console
Replies: 123
Views: 27466

Re: NES Classic Edition - Nintendo's own repro console

rainwarrior wrote:http://kotaku.com/the-mini-nes-wont-ope ... 1783693116

So, basically this lowers my interest to zero.
Mine as well.
by hackfresh
Wed Jul 13, 2016 12:08 pm
Forum: NESdev
Topic: Most efficient way to deal with multiple types of objects/AI
Replies: 7
Views: 2296

Re: Most efficient way to deal with multiple types of object

Some games explicitly saved the program counter when an object subroutine wanted to suspend , and restored it when resuming the object's code. "Suspend" means that an object is done and is returning to the code to handle other objects, and "Resume" means calling the object code. By using suspend/re...
by hackfresh
Mon May 23, 2016 3:54 pm
Forum: NESdev
Topic: Why isn't fceux's breakpoint to certain banks working?
Replies: 7
Views: 2509

Re: Why isn't fceux's breakpoint to certain banks working?

The FCEUX bank condition only applies to the bank the code is executing from not from the bank its reading from. At least as I understand it. So leave out the bank restriction. The data that you want to look at is starts at 0x14010 = 0x14020- header. You can tell from the pointer table at the beginn...
by hackfresh
Mon May 23, 2016 3:38 pm
Forum: NESdev
Topic: Why isn't fceux's breakpoint to certain banks working?
Replies: 7
Views: 2509

Re: Why isn't fceux's breakpoint to certain banks working?

Ahh this is a tricky one...It's because everything in bank 5 APPEARS to be data.

The game... at least on one thing I checked.... is executing from bank 7 when its reading the data.