
Search found 22121 matches
- Wed Dec 15, 2004 4:05 pm
- Forum: NESdev
- Topic: OAM and palette decay
- Replies: 7
- Views: 6299
- Wed Dec 15, 2004 4:02 pm
- Forum: NESemdev
- Topic: iNES Advanced
- Replies: 24
- Views: 17801
If an SRAM cart is an abomination, then the Famicom Disk System is just as much an abomination.Memblers wrote:But it would make sense to allow [storing SRAM state in the ROM image] for emulating something like a Game Action Replay (though having pre-programmed SRAM seems like an abomination to me, heheh).
- Wed Dec 15, 2004 4:00 pm
- Forum: NESemdev
- Topic: iNES Advanced
- Replies: 24
- Views: 17801
- Wed Dec 15, 2004 12:42 am
- Forum: NESemdev
- Topic: iNES Advanced
- Replies: 24
- Views: 17801
Re: iNES Advanced
00 - NROM 0 - Horizontal Mirroring 1 - Vertical Mirroring [...] 09 - CNROM 0 - Horizontal Mirroring 1 - Vertical Mirroring Is this really necessary? Isn't an NROM just a CNROM with 8 KB of PRG? 05 - Nintendo MMC5 0 - ELROM (No Save RAM) 1 - EKROM (8KB Save RAM) 2 - ETROM (8KB Save RAM + 8KB Work RA...
- Tue Dec 14, 2004 1:17 am
- Forum: NESdev
- Topic: OAM and palette decay
- Replies: 7
- Views: 6299
OAM and palette decay
In posts to the nesdev Yahoo! Group, it is suggested that OAM and the palette may be DRAM that decays rapidly. So we sprayed it with freon and lo and behold, the sprites stopped flickering. I figured it out shortly thereafter - the sprites are loaded into DYNAMIC ram. The Three stooges was being mis...
- Tue Dec 14, 2004 12:51 am
- Forum: NES Music
- Topic: Squeedo sound synth
- Replies: 8
- Views: 10407
- Mon Dec 13, 2004 8:38 pm
- Forum: Newbie Help Center
- Topic: Super Mario Bros. and Duck Hunt Font?
- Replies: 15
- Views: 26487
If you just want to rip it for use in a graphics editor such as Photoshop, then open the ROM in question in a tile editor, press Alt+Print Screen to copy an image of the current window to the Clipboard, and paste it to the PC screen: http://pics.pineight.com/nes/smb1-font.png BTW, who had the copyri...
- Mon Dec 13, 2004 5:54 pm
- Forum: Newbie Help Center
- Topic: MMC5's capabilities
- Replies: 11
- Views: 9400
Major differences between NES+MMC5 and TG16: TG16's PPU allows for 15 colors per tile (in exactly the same way as the Super NES). TG16's PPU allows faking a layer with sprites (as the NES limits sprites to 64 pixels per scanline, or 0.25x overdraw). TG16 has DMA to VRAM, making dynamic tile updating...
- Sun Dec 12, 2004 2:12 am
- Forum: Newbie Help Center
- Topic: Character ROM vs. Character RAM
- Replies: 15
- Views: 13876
Re: CHR-ROM/RAM
Although that always confused me how the MMC5 did that. It used the whole memory for sprites....I guess it could switch the tiles around so that'd the background would work too. But what if it needed the exact same tile for both the background and the sprite at the same time? The NES PPU does not r...
- Wed Dec 08, 2004 5:43 pm
- Forum: NESemdev
- Topic: SMB+Tetris+World Cup Mapper
- Replies: 3
- Views: 5650
Nintendo's Tetris uses the MMC1 only to swap CHR. It would probably be sickeningly easy to ROM-hack Tetris to MMC3 or even to CNROM (like Tengen's version) because it doesn't need to mix and match background and sprite CHR. When pulled out of the multicart and run in an emulator, does the Tetris par...
- Wed Dec 08, 2004 10:07 am
- Forum: Newbie Help Center
- Topic: Tile/Graphic Editor Question
- Replies: 8
- Views: 7852
- Mon Dec 06, 2004 5:40 pm
- Forum: General Stuff
- Topic: float-type numbers
- Replies: 6
- Views: 6946
- Mon Dec 06, 2004 5:35 pm
- Forum: NES Hardware and Flash Equipment
- Topic: universal NES cart idea (feasible?)
- Replies: 21
- Views: 31537
FDS disk: 64 KB per side.SgtBowhack wrote:IIRC, the disk is completely stored on the RAM adapter before it's run
RAM adapter: 32 KB EWRAM, 8 KB VRAM.
Many programs came on two disks.
But then, you could emulate the FDS by rewriting the BIOS to speak ATA PIO rather than speaking FDS low-level control signals.
- Sun Dec 05, 2004 9:41 pm
- Forum: NESemdev
- Topic: Unknown Sound Processor?
- Replies: 4
- Views: 6593
I just opened Jaleco's Bases Loaded (U) in a wave editor, and it appears to use DMC samples at rate $F (roughly 33.5 kHz). SCAT and Big Bird's Hide and Speak both use raw samples, stored compressed in the ROM and decompressed by the NES into timed writes to $4011. Both the NES and the Famicom can pl...