Search found 22065 matches

Sat Nov 28, 2020 12:36 pm
Forum: Other Retro Dev
Topic: What if Sinistar's voice sample chip was used to play music?
Replies: 9
Views: 3976

Re: What if Sinistar's voice sample chip was used to play music?

Overview of CVSD: tc0 = e^(-200 / rate) # Decay to 1/e-th in 1/200 s tc1 = 0.1 * (1 - tc0) # Increase stepsize to full scale in 1/20 s for each sample: stepsize *= tc0 # exponential decay if last 3 are 000 or 111: stepsize += tc1 # linear increase output +stepsize if sample else -stepsize through a ...
Sat Nov 28, 2020 10:03 am
Forum: General Stuff
Topic: Meaningfulness of division by zero in computer science
Replies: 14
Views: 3174

Re: Meaningfulness of division by zero in computer science

And it has interesting feature also: it can divide by zero. And this process has absolutely the same count of steps like with any other divider. It produces results with all binary digits set to 1, that is 'closest to infinity'. At the same time it produces remainder equal to dividend. This is tric...
Sat Nov 28, 2020 9:53 am
Forum: NESdev
Topic: PPU Palette Mapping (NES to Vs. System)
Replies: 23
Views: 5301

Re: PPU Palette Mapping (NES to Vs. System)

So long as Arika and BPS don't catch wind of it...
Fri Nov 27, 2020 8:19 pm
Forum: NESdev
Topic: PPU Palette Mapping (NES to Vs. System)
Replies: 23
Views: 5301

Re: PPU Palette Mapping (NES to Vs. System)

To count a coin, you need to wait for the coin button to go pressed then unpressed.
Fri Nov 27, 2020 5:39 pm
Forum: NESdev
Topic: PPU Palette Mapping (NES to Vs. System)
Replies: 23
Views: 5301

Re: PPU Palette Mapping (NES to Vs. System)

Other things to watch for when adding coin mode: The coin buttons in bits 6-5 of \$4016 stay pressed for about 2 to 3 frames at a time. In order not to miss coins, make sure to read these bits even during lag frames or blank screen transitions. Also take care to handle a coin inserted into both slots...
Fri Nov 27, 2020 5:05 pm
Forum: General Stuff
Topic: Homebrews with female characters
Replies: 171
Views: 53538

Re: Homebrews with female characters

At 2:45, the video by Displaced Gamers makes an analogy to the shared life events of people of the Lost, Greatest, Silent, Boomer, X, Millennial, and Z generations, and claims that video games have no parallel. 2:57 "Consoles don't work that way; they don't grow up." 3:22 you figure out exactly how ...
Fri Nov 27, 2020 11:58 am
Forum: Other Retro Dev
Topic: What if Sinistar's voice sample chip was used to play music?
Replies: 9
Views: 3976

Re: What if Sinistar's voice sample chip was used to play music?

In backward-adaptive[1] DPCM in general, it is common to increment scale in response to slope overload faster than decrementing in response to granular noise. This ensures an adequately fast response to slope overload and decay over the course of a syllable without triggering excessive slope overloa...
Thu Nov 26, 2020 11:17 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 148985

Re: Why no SNES homebrew scene?

Good luck moving things around in an IPS patch without reproducing substantial portions of the work in the patch. An original engine also allows distributing your work on cartridge. Even a lock-on cartridge that implements IPS patching in hardware might incur liability under the legal theory of Micr...
Thu Nov 26, 2020 11:15 pm
Forum: General Stuff
Replies: 9
Views: 11961

Defining "recognizably based on" isn't trivial, particularly deciding what parts of a game fall in the "process" and "method of operation" carveouts.
Thu Nov 26, 2020 10:54 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 460
Views: 148985

Re: Why no SNES homebrew scene?

Oziphantom wrote:
Thu Nov 26, 2020 10:19 pm
Why make a whole new engine when there are so many engines just sitting around that a lot of people have put a lot of time into hacking already.
Nintendo has been very active lately in asserting its copyrights. With an original engine, you would own the rights free and clear.
Thu Nov 26, 2020 7:28 pm
Forum: NESdev
Topic: Fceux Qt/SDL Port Testing
Replies: 40
Views: 15068

Re: Fceux Qt/SDL Port Testing

Opening a nonexistent ROM from the command prompt causes a segfault. \$ fceux nonexistent.nes Starting FCEUX 2.2.3-interim git... Using Mapping From File: /home/pino/.fceux/input/keyboard/default.txt Created ShmID: 491542 NTSC mode set Error opening "nonexistent.nes"! Segmentation fault (core dumped)
Wed Nov 25, 2020 8:56 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 27041

Re: Are High SNES Homebrew Expectations Justified?

strat and others: Let's please take the digression about accessing properties of a member of an entity pool on Game Boy to the previous topic about this issue.
Wed Nov 25, 2020 8:45 pm
Forum: GBDev
Replies: 42
Views: 47211

In this topic , strat claimed that this 6502 code ldx character_index ; this part in the move routine lda lo_x_pos,X clc adc lo_x_vel,X sta lo_x_pos,X became this SM83 code ld bc,lo_x_pos ld h,00 ld l,(character_index) ; this part in the move routine push hl add hl,bc ld b,h ld c,l pop hl ld de,lo_x...
Wed Nov 25, 2020 8:09 am
Forum: Other Retro Dev
Topic: DOS VGA Tricks
Replies: 37
Views: 7600

Re: DOS VGA Tricks

Assuming standard VGA with 256 KiB VRAM, 8bpp display modes resembling MCGA/VGA mode 13h, and an ISA bus in the 7 to 11 MHz range: For hardware-accelerated scrolling in eight directions, you need to make the virtual screen slightly larger in both dimensions than the actual screen. Let's say 336x224 ...
Wed Nov 25, 2020 7:40 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 27041

Re: Are High SNES Homebrew Expectations Justified?

Gameboy seems to have this odd middle ground where it has a pile of good games, but also generally seen as simple enough that making a new C game doesn't seem "bad" but a lot of people have a deep love for it, possibly retrospectively thanks to the "music scene" around it. That and the most obvious...