Search found 22121 matches

by tepples
Wed Dec 15, 2004 11:45 pm
Forum: NES Music
Topic: Festalon
Replies: 6
Views: 9702

How would one play multiple-chip music on a real Famicom? If it involves soldering a custom cart together, then I might as well solder a serial port interface onto a Famicom board, hook it up to a CD player, and then call MP3s NSFs :P
by tepples
Wed Dec 15, 2004 4:05 pm
Forum: NESdev
Topic: OAM and palette decay
Replies: 7
Views: 6299

Thanks. I ought to make a demo for measuring how long the PPU's internal OAM and palette RAM maintain their contents during forced blank (lda #0 sta $2001). Are there any special considerations for preparing a ROM to run on Squeedo, other than that it uses CHR RAM and 4-screen mirroring?
by tepples
Wed Dec 15, 2004 4:02 pm
Forum: NESemdev
Topic: iNES Advanced
Replies: 24
Views: 17801

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).
If an SRAM cart is an abomination, then the Famicom Disk System is just as much an abomination.
by tepples
Wed Dec 15, 2004 4:00 pm
Forum: NESemdev
Topic: iNES Advanced
Replies: 24
Views: 17801

Great Hierophant wrote:By the way, the default mirroring on the NES is horizontal, isn't it?
"Default mirroring" depends entirely on the mapper. Some mappers start out in horizontal on reset; others in vertical.
by tepples
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...
by tepples
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...
by tepples
Tue Dec 14, 2004 12:51 am
Forum: NES Music
Topic: Squeedo sound synth
Replies: 8
Views: 10407

What I'd like to see is actual filtered noise, where you generate noise every sample and then pass it through a low-pass filter. It'd probably make drums sound a bit more realistic. Is that possible?
by tepples
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...
by tepples
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...
by tepples
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...
by tepples
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...
by tepples
Wed Dec 08, 2004 10:07 am
Forum: Newbie Help Center
Topic: Tile/Graphic Editor Question
Replies: 8
Views: 7852

Which game? Are you trying to edit 8x16 pixel sprites? Otherwise, how do you expect a generic tile editor to know which order the game program uses the tiles in? It appears you want a tile editor that runs within an emulator, and this is about the only reason I'd use nesticle nowadays.
by tepples
Mon Dec 06, 2004 5:40 pm
Forum: General Stuff
Topic: float-type numbers
Replies: 6
Views: 6946

If you're dealing with things being something .5, then try using fixed-point instead of floating-point.
by tepples
Mon Dec 06, 2004 5:35 pm
Forum: NES Hardware and Flash Equipment
Topic: universal NES cart idea (feasible?)
Replies: 21
Views: 31537

SgtBowhack wrote:IIRC, the disk is completely stored on the RAM adapter before it's run
FDS disk: 64 KB per side.
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.
by tepples
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...