Search found 22128 matches

by tepples
Tue Apr 05, 2005 2:49 pm
Forum: General Stuff
Topic: GBS files
Replies: 16
Views: 12100

It seems as though everything music related is contained in a single bank... as there is not a single bank changing write in that entire bank. I may be wrong though, but it'd make sense if the music engine + music data was contained in a single bank. Especially if it lets the music coder work more ...
by tepples
Tue Apr 05, 2005 1:27 pm
Forum: General Stuff
Topic: GBS files
Replies: 16
Views: 12100

I looked at tetris and balloon kid's GBS header, and the addresses specified in the header are beyond the end of the file. Yet, somehow the gbs player still is able to play the file. Am I missing something? Perhaps the play address is in CPU-space, which is only 16 bits wide. Did you try ANDing the...
by tepples
Mon Apr 04, 2005 9:14 pm
Forum: General Stuff
Topic: GBS files
Replies: 16
Views: 12100

I know the GBA, but I've never been able to comprehend its music rip format (GSF) either.
by tepples
Sat Apr 02, 2005 10:49 am
Forum: Newbie Help Center
Topic: Reading $2007
Replies: 16
Views: 7123

Yes, $2007 reads increment the VRAM address. No, you shouldn't subtract one from the VRAM address on a $2007 read. Instead, a read should 1. return the current contents of the 1-byte read buffer, 2. copy the contents of the memory address into the 1-byte buffer, and finally 3. increment the VRAM add...
by tepples
Sat Apr 02, 2005 8:23 am
Forum: NES Hardware and Flash Equipment
Topic: How would a NES Disk System have worked?
Replies: 5
Views: 4940

NES cannot play FDS audio. All games would have to be hacked to use internal tone generators instead.
by tepples
Thu Mar 31, 2005 5:06 pm
Forum: NESemdev
Topic: a few MMC3 questions
Replies: 14
Views: 8477

A few tiles at the left side of the area between SMB3's playfield and status bar flicker on my NES.
by tepples
Wed Mar 30, 2005 12:53 pm
Forum: General Stuff
Topic: Nintendulator on Linux
Replies: 7
Views: 7222

I'd want Nintendulator ported to Linux (if only using Winelib) just in case I get a computer and peripherals capable of running Linux, so that I don't have to pay a $200 Windows tax to test my programs.
by tepples
Mon Mar 28, 2005 7:02 am
Forum: NESemdev
Topic: mmc3 initial load
Replies: 1
Views: 2844

PRG banks $C000 and $E000 are hardwired to the last two banks in the cart (though $C000 can be swapped with $8000, and any game that uses DMC will do this). Banks $8000 and $A000 are potentially unpredictable on startup.
by tepples
Fri Mar 25, 2005 8:51 pm
Forum: NESdev
Topic: Battletoads' $2007 writing system
Replies: 15
Views: 13425

How do you want "more than 8 falling objects on a scanline" or "more than 64 falling objects on the sceen" ? You just have several sprites doing one objects for every player, isn't it ? If you're not handling the falling pieces as background, then you have to handle the falling pieces as sprites. I...
by tepples
Fri Mar 25, 2005 10:47 am
Forum: NESdev
Topic: Battletoads' $2007 writing system
Replies: 15
Views: 13425

I've never do anything like that, but if I would myself do something like tetris or puzzle fighter, I would just do the falling puzzle piece in sprites and the rest in BG Until you get more than eight falling pieces on one scanline or more than sixty-four falling pieces on one screen. You must be t...
by tepples
Fri Mar 25, 2005 6:08 am
Forum: NESdev
Topic: Battletoads' $2007 writing system
Replies: 15
Views: 13425

You don't know how many bytes a puzzle game has to push to update its playfield during complicated gravity effects, do you? If you don't want to see wipe effects, or you want to update both players' playfields at the same time, you need to be able to write 200 or more nametable bytes at once. By "p...
by tepples
Thu Mar 24, 2005 5:24 pm
Forum: NESemdev
Topic: some questions
Replies: 10
Views: 6486

The observed behavior is that the sprite 0/BG overlap bit ($2002.D6) will not be set if the overlap occurs only on a pixel whose X screen coordinate is 255.
by tepples
Thu Mar 24, 2005 4:18 pm
Forum: NESdev
Topic: Battletoads' $2007 writing system
Replies: 15
Views: 13425

Also, this would be useless on a game with VROM. You don't know how many bytes a puzzle game has to push to update its playfield during complicated gravity effects, do you? If you don't want to see wipe effects, or you want to update both players' playfields at the same time, you need to be able to...
by tepples
Thu Mar 24, 2005 12:46 pm
Forum: NESdev
Topic: Battletoads' $2007 writing system
Replies: 15
Views: 13425

Theoretical best case scenario on NTSC There are 20 full scanlines (341*20 PPU cycles) plus roughly 256 PPU cycles between when $2002.D7 is set to 1 and when loopy_T is copied to loopy_V. This equals (341*20+256)/3=2358 CPU cycles. With this technique demonstrated in Battletoads, what all can we fi...
by tepples
Thu Mar 24, 2005 9:49 am
Forum: NESdev
Topic: Help: Transfer VS-DuckHunt to a FDS disk for play on Famicom
Replies: 4
Views: 5486

Have you checked the ROMs to make sure they add up to 32kB PRG + 8kB CHR? I've never played VS Duckhunt, but I wouldn't be too surprised if it did some bankswitching. VS Unisystem versions of Famicom/NES NROM games typically use what has been called Mapper 99 , a bankswitch system very similar to C...