Search found 22077 matches

by tepples
Mon Jan 10, 2005 10:24 pm
Forum: NESemdev
Topic: When to do scroll updates
Replies: 3
Views: 6080

Re: :)

laughy wrote:I don't see why they wouldn't update both at the same time.
Not enough ALUs, perhaps?
by tepples
Mon Jan 10, 2005 5:02 pm
Forum: NESdev
Topic: Source code collection
Replies: 28
Views: 18205

Re: Source code collection

I also have to write a new version of my old tool NSA (NES Screen Arranger) which is platform-independent and doesn't suck as much. You could try starting with the source code for 8Name, an NSA clone I wrote when I couldn't get NSA to work reliably on Windows 2000. Find it along with my clone of (o...
by tepples
Mon Jan 10, 2005 12:05 am
Forum: NESdev
Topic: Source code collection
Replies: 28
Views: 18205

Re: Source code collection

No, at the moment there's really no difference between "proc" and a normal label. However, I have fun ideas for it, such as being able to inline a function defined in another unit, or the linker being able to extract a single procedure from one unit, as opposed to having to link in the whole unit. ...
by tepples
Sat Jan 08, 2005 10:11 pm
Forum: NES Music
Topic: Audio compression techniques
Replies: 0
Views: 5596

Audio compression techniques

Several NES games play back audio waveforms through timed writes to $4011. You can identify these in an NES debugger by catching dozens of writes to $4011 in one frame, or you can identify them without a debugger by finding missing samples in the NSF, incompatibility with PocketNES, etc. Many of the...
by tepples
Thu Jan 06, 2005 10:47 am
Forum: NES Hardware and Flash Equipment
Topic: On Cartridge Sound Mixing
Replies: 3
Views: 5392

Are there any Famicom carts that do any filtering of the Famicom audio? Is this possible, that is, can the cart sense the Famicom audio on the difference between GND and the audio pins?
by tepples
Mon Jan 03, 2005 11:14 pm
Forum: NESemdev
Topic: Why do games do this
Replies: 4
Views: 5762

Fragment 1: lda #$3f sta $2006 lda #$00 sta $2006 This sets a PPU-internal palette pointer to 0. You should do this after a partial palette update, or Bad Things will happen to your background color Fragment 2: lda #$00 sta $2006 sta $2006 This sets the VRAM address to $0000, which has the effect of...
by tepples
Mon Jan 03, 2005 10:46 pm
Forum: NESdev
Topic: name tables compression routines
Replies: 2
Views: 4674

Source code for compressing data with PackBits RLE (in C) and decompressing it to VRAM (6502 asm) is included in the Pin Eight NES Tools distribution. If you can find any of my games' source code somewhere (I'm afraid to make it available again because I wrote it back when much less was known about ...
by tepples
Sun Jan 02, 2005 11:41 pm
Forum: NESemdev
Topic: iNES Advanced
Replies: 24
Views: 17364

Nobody (as far as I know) has come up with legitimate technical problems with UNIF that can't be easily fixed. Other than that a chunked format makes distribution of ROM patches harder? We need to create a database to support a real iNES to UNIF conversion tool, and stop supporting a format we hate...
by tepples
Sat Jan 01, 2005 10:01 pm
Forum: Newbie Help Center
Topic: Sound Effects...
Replies: 6
Views: 5107

Re: Problem

I tried changing RAM $728/9 back to 0 when the sound effect ended, but problems occurred when I did that. It seems that if I do that, some regs of $4000-$4003 remain unchanged and the sound becomes odd until the music engine "resets" those regs to the right values. LDA #$30 STA $4000 at the end of ...
by tepples
Sat Jan 01, 2005 9:24 pm
Forum: NESemdev
Topic: Micro Machines - The Ultimate PPU Test?
Replies: 10
Views: 9227

You're thinking of the GBA. The NES CPU doesn't have "wait states" in the same way as the GBA CPU.
by tepples
Fri Dec 31, 2004 11:06 pm
Forum: Newbie Help Center
Topic: Sound Effects...
Replies: 6
Views: 5107

Most game music engines have a way to disable writes to a particular tone generator while a sound effect is using it. You'd have to disassemble the engine to discover it. A lot of the early NSFs with DMC drums were bad rips made before DMC was fully understood, and they don't work on a real HardNES .
by tepples
Thu Dec 30, 2004 9:03 am
Forum: General Stuff
Topic: anyone seen that nintendo joysitck/gun??
Replies: 14
Views: 12455

Patents aren't just a source of information on how to emulate Nintendo hardware. They're also laws telling you what you're not allowed to make, use, or sell for twenty years. But that's sorta like saying an Athlon XP is a pirated Pentium. Given that AMD and Intel have deep cross-licensing agreements...
by tepples
Tue Dec 28, 2004 11:32 pm
Forum: Newbie Help Center
Topic: programs for creating sprites?
Replies: 30
Views: 13892

Open SMB3 in any tile editor that can view 8x16 NES/GBC sprite tiles ( not the old Tile Layer or the internal tile viewer of Nesticle or Nintendulator), and it'll look a little bit less cut-up. Instructions for 8TED : Start 8TED. Open your ROM. Press Right 16 times to skip over the iNES header. Pres...
by tepples
Tue Dec 28, 2004 11:28 pm
Forum: General Stuff
Topic: anyone seen that nintendo joysitck/gun??
Replies: 14
Views: 12455

You use "pirate" ambiguously. It's obvious that the multicarts are pirated, but is the NES-on-a-chip itself a pirated product as well? Say there's an NES-on-a-chip joystick whose multicart contains GNOME vs. KDE, Elite (somehow hacked to run in real NTSC mode), and a few other freely redistributable...
by tepples
Tue Dec 28, 2004 9:06 am
Forum: NES Hardware and Flash Equipment
Topic: practicle uses for overclocking?
Replies: 4
Views: 6095

I wonder what an overclocking mod for the SNES, which had a notoriously slow 65816, would do? Hard to tell. Because the Super NES had hblank-triggered DMA, fewer Super NES games relied as heavily on cycle-timed code. For another thing, the 65c816 ran asynchronously from the . But back in Super NES ...