Search found 22065 matches

by tepples
Sat Dec 05, 2020 4:45 pm
Forum: NES Graphics
Topic: jagged zelda lines
Replies: 3
Views: 944

Re: jagged zelda lines

As lidnariq said, this is perfectly normal. The NES PPU takes shortcuts when generating the luma (brightness) signal and the chroma (color) signal. They're mixed in a cheap way that creates jagged vertical edges, without the filtering that later consoles do to keep the two signals separated in the w...
by tepples
Sat Dec 05, 2020 1:42 pm
Forum: Other Retro Dev
Topic: Why did PC Engine/Turbografx 16 games use so few colors?
Replies: 25
Views: 4314

Re: Why did PC Engine/Turbografx 16 games use so few colors?

Analogue Duo is a clone of the TurboDuo, with a HuCard slot for PC Engine/TurboGrafx-16 and SuperGrafx games and a CD-ROM drive for CD-ROM², Super CD-ROM², and Arcade Card games.
by tepples
Sat Dec 05, 2020 6:56 am
Forum: Newbie Help Center
Topic: The problem when writing 0 to $C000 in the real MMC3
Replies: 12
Views: 2468

Re: The problem when writing 0 to $C000 in the real MMC3

Added to MMC3 page on the wiki.
by tepples
Sat Dec 05, 2020 6:47 am
Forum: Other Retro Dev
Topic: Why did PC Engine/Turbografx 16 games use so few colors?
Replies: 25
Views: 4314

Re: Why did PC Engine/Turbografx 16 games use so few colors?

One noticeable problem with Analogue lately is that it produces its products in such small batches that scalpers snap up more than bona fide users.

References:
by tepples
Thu Dec 03, 2020 3:21 pm
Forum: Reproduction
Topic: Using the INL device to dump SNES carts then flash ROM hacks of them
Replies: 5
Views: 4109

Re: Using the INL device to dump SNES carts then flash ROM hacks of them

I have dumped the firmware of my Super Game Boy accessory (a 2 Mbit LoROM) using my INL-Retro.
by tepples
Wed Dec 02, 2020 3:13 pm
Forum: Homebrew Projects
Topic: Popslide: a generic video memory updater
Replies: 6
Views: 7291

Re: Popslide: a generic video memory updater

The buffer is filled in increasing order starting at $0108 using sta $0100,x instructions and read in increasing order starting at $0108 using pla instructions.
by tepples
Wed Dec 02, 2020 12:51 pm
Forum: Homebrew Projects
Topic: Popslide: a generic video memory updater
Replies: 6
Views: 7291

Re: Popslide: a generic video memory updater

In theory, the buffer starts at $0108 and continues to $019F or thereabouts. The slack is in case it gets interrupted, as I leave NMI on even during blank screen loading.
by tepples
Wed Dec 02, 2020 12:49 pm
Forum: NESdev
Topic: Help on define MMC3 mapper with 8 PGR roms and CHR RAM with CC65.
Replies: 25
Views: 4438

Re: Help on define MMC3 mapper with 8 PGR roms and CHR RAM with CC65.

How big do you want the PRG ROM to be? Eight 16K PRG banks or eight 8 KiB PRG banks?

For creating the header, see my header macro pack.
by tepples
Wed Dec 02, 2020 12:01 pm
Forum: NESdev
Topic: NTSC CVSB Question
Replies: 5
Views: 1530

Re: NTSC CVSB Question

There are at least two dimensions of difference: The values fed from the palette into the PPU's DAC vs. the DAC's actual response. In the process used, rises are slower than falls especially at higher signal levels, which noticeably affects hue of 21-2C and 31-3C. How the standard specifies to decod...
by tepples
Wed Dec 02, 2020 11:48 am
Forum: General Stuff
Topic: Unacceptably insensitive content in video games
Replies: 25
Views: 9550

Re: Unacceptably insensitive content in video games

When I realize with someone's help that something I had previously posted is insensitive, is there a good way to right the wrong without appearing to dishonestly cover it up?
by tepples
Wed Dec 02, 2020 11:45 am
Forum: NES Graphics
Topic: Lossy compression for NES screens
Replies: 20
Views: 20975

Re: Lossy compression for NES screens

Oops, my fault. I misread something. Clarified.
by tepples
Wed Dec 02, 2020 10:20 am
Forum: NES Graphics
Topic: Lossy compression for NES screens
Replies: 20
Views: 20975

Re: Lossy compression for NES screens

In case the original Tweet disappears, the drawing is mirrored on Danbooru at https://danbooru.donmai.us/posts/2178017 illustrator: Kiyohiko AZUMA series: Yotsuba&! characters: Yotsuba KOIWAI and her teddy bear Duralumin Mirror's translation of caption: Yesterday's daily calendar image is "A pair of...
by tepples
Tue Dec 01, 2020 9:06 am
Forum: GBDev
Topic: What instead of indexed addressing modes?
Replies: 42
Views: 47211

Re: What instead of indexed addressing modes?

Having a background in both C and 6502 assembly, I was able to learn the Zilog Z80 in the Game Gear by applying my C habits to park the actor pointer (what C++ and JavaScript call this and Python calls self ) in register IX. Unfortunately, that Z80 style doesn't translate to i8080/8085 or SM83. So I...
by tepples
Sun Nov 29, 2020 1:53 pm
Forum: SNESdev
Topic: Mario Chip 1 sram A15
Replies: 6
Views: 2549

Re: Mario Chip 1 sram A15

To determine whether a Super FX game needs SRAM A15, try running it on a GSU with only 32K of RAM. If it runs, then it doesn't need A15.
by tepples
Sat Nov 28, 2020 8:49 pm
Forum: General Stuff
Topic: Homebrews with female characters
Replies: 171
Views: 53539

Re: Homebrews with female characters

The NTSC Super Game Boy doesn't tear. It instead drops frames. Disclosure: I have a Super Game Boy 2 but have not yet put it through exhaustive tests in 144p Test Suite to see whether it only duplicates frames or also tears. I don't know about the PAL one: whether it just drops a lot more frames or ...