Interesting...what emulators support it for testing?
Converting the IRQ values would be a bit trickier since its a CPU cycle counter but I'll give it a look at some point.
Search found 100 matches
- Fri May 20, 2016 6:51 pm
- Forum: NESdev
- Topic: Finished conversion of MMC3 game to MMC5
- Replies: 9
- Views: 6117
- Fri May 20, 2016 5:04 pm
- Forum: NESdev
- Topic: Finished conversion of MMC3 game to MMC5
- Replies: 9
- Views: 6117
Re: Finished conversion of MMC3 game to MMC5
Partly just to see if I could. It didn't take long( a few days). The main benefits for TSB would be 1. Added SRAM (For additional stats, you could have an editable team). Currently the SRAM has just a few free bytes of space. (Most of it is used to save season stats, the rest is for temporary graphi...
- Fri May 20, 2016 3:56 pm
- Forum: NESdev
- Topic: Finished conversion of MMC3 game to MMC5
- Replies: 9
- Views: 6117
Finished conversion of MMC3 game to MMC5
Just wanted to say thanks. Between the wiki and various posts I was able to convert Tecmo Super Bowl from MMC3 to MMC5. The trickiest things were 1. Getting the CHR bank switching correct. I thought I needed to switch back and forth between 1KB and 2KB mode depending on if sprites or BG's were being...
- Sat Apr 30, 2016 10:59 am
- Forum: NESdev
- Topic: Push arguments to stack
- Replies: 23
- Views: 6568
Re: Push arguments to stack
As long as you don't get close to running out of stack space its a reasonable way to do it. What I am describing below only applies if the function you are jumping to has multiple possible return address. Usually it will or it wouldn't be a function. Push return address - 1 onto stack Push variables...
- Sun Apr 17, 2016 11:35 pm
- Forum: Homebrew Projects
- Topic: Demptronic NFL Football
- Replies: 135
- Views: 136093
Re: Demptronic NFL Football
Will you have enough sprites left for the players with the amount of sprites the heavy rain and snow take up?
- Mon Apr 11, 2016 3:04 pm
- Forum: Homebrew Projects
- Topic: Lizard
- Replies: 189
- Views: 100969
Re: Lizard
You're right it wasn't a great question. And I can imagine the iterative testing would definitely take a good chunk of the time.
- Mon Apr 11, 2016 11:38 am
- Forum: Homebrew Projects
- Topic: Lizard
- Replies: 189
- Views: 100969
Re: Lizard
Just curious. How long (roughly) did the c++ standalone implementation take vs the assembly version.
- Sun Mar 27, 2016 2:33 am
- Forum: Homebrew Projects
- Topic: Lizard
- Replies: 189
- Views: 100969
Re: Lizard
The trick of updating the tint color is a great idea for performance profiling...I used it on a well known game to get an idea of how much "frame time was left".
I ended up using greyscale because it was the easiest to notice for the game I was looking at
I ended up using greyscale because it was the easiest to notice for the game I was looking at
- Sat Mar 05, 2016 10:15 am
- Forum: NESemdev
- Topic: FCEUX Lagging?!
- Replies: 12
- Views: 10435
Re: FCEUX Lagging?!
Maybe its a graphics driver/card issue?
My old tiny netbook that has windows 7 runs fcuex just fine as does my 64 bit desktop running windows 7.
My old tiny netbook that has windows 7 runs fcuex just fine as does my 64 bit desktop running windows 7.
- Fri Feb 26, 2016 11:58 am
- Forum: NESdev
- Topic: Interview with Tecmo Super Bowl creators...
- Replies: 0
- Views: 3806
Interview with Tecmo Super Bowl creators...
Not sure if this is the right section but one of the members of our tecmo super bol cumminity manged to track down and do a high level interview with Tecmo Super Bowl's lead programmer Akihiko Shimoji (lead programmer) and Shinchiro Tomie (director). http://louraguse.com/2016/02/the-fathers-of-tecmo...
- Mon Feb 08, 2016 9:22 pm
- Forum: General Stuff
- Topic: NES games have terrible play control / or my LCD TV lags
- Replies: 30
- Views: 5817
Re: NES games have terrible play control
Might be worth trying said games on your CRT's if possible to see if the timing feels just as hard. Many LCD TV's will lag pretty badly when upscaling the NES video output.dougeff wrote:Actual NES.
I have 2 CRT TVs in storage. I don't use them because they have lousy image quality.
- Mon Feb 08, 2016 6:48 pm
- Forum: General Stuff
- Topic: NES games have terrible play control / or my LCD TV lags
- Replies: 30
- Views: 5817
Re: NES games have terrible play control
I was playing on a new LCD flatscreen. My only complaint is that my TV noticably sharpens the picture. Do you think my TV has some kind of image latency? No wonder....most likely the upscaling and/or image processing is adding quite a bit of latency making timing sensitive games very hard. This lat...
- Tue Dec 22, 2015 6:05 pm
- Forum: General Stuff
- Topic: What The Heck Is a Qubit?
- Replies: 49
- Views: 13836
Re: What The Heck Is a Qubit?
I'm sorry, but I've been hearing about some "top-secret", area 51 type stuff called "quantum computing" and how it's (according to some dumb YouTube video) "100 million times faster" than traditional computing, and they always say that it's because of some magical thing called a "qubit". Now, I'm n...
- Fri Dec 18, 2015 12:04 pm
- Forum: Homebrew Projects
- Topic: Demptronic NFL Football
- Replies: 135
- Views: 136093
Re: Demptronic NFL Football
I assume that the actual code for a football game wouldn't be extremely complex, so you could probably fit it in 128KB or less (probably less!), which would leave you with 384KB of a 512KB ROM where to store compressed graphics. With a good compression scheme and without the redundant graphics, tho...
- Tue Dec 15, 2015 6:56 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Can a RBG Mod'd NES output RGB and COMP at the same time
- Replies: 7
- Views: 3997
Re: Can a RBG Mod'd NES output RGB and COMP at the same time
Thanks for the answers!