Search found 8044 matches

by Bregalad
Tue Sep 13, 2005 12:21 pm
Forum: NESdev
Topic: Really good "special effects" in games
Replies: 40
Views: 22324

Interesting, but it actually uses ugly code that will never return from an interrupt, and the tiles that are on-screen aren't very good-looking. I think this one should be improved. Another challenge would be to use only an UNROM card or something and does this with CHR RAM. I really like games that...
by Bregalad
Tue Sep 13, 2005 8:55 am
Forum: NES Hardware and Flash Equipment
Topic: FC mapper documents better than Firebugs?
Replies: 1
Views: 2968

There is a huge set of mapper doccuments at the NESDev's main page : http://nesdev.com
I canot help you more.
by Bregalad
Tue Sep 13, 2005 8:49 am
Forum: NESemdev
Topic: Nintendulator/sprite issues...
Replies: 19
Views: 10150

Disable sprites via $2001 when the level is not loaded, and/or clear the whole OAM with any value from $f0 to $ff, so all sprites won't be visible.
Not doing sprite DMA in a frame won't make sprites to disapear, they'll just stand where they were the last frame without moving.
by Bregalad
Tue Sep 13, 2005 8:46 am
Forum: NESdev
Topic: Really good "special effects" in games
Replies: 40
Views: 22324

I'd like to input something like FireFly in a dark RPG place, where the light would follow the hero (scince the hero is always in the center of the screen, this could be simpler). Or for a RPG where the screens stops to move when you walk on a border of the map, the hero will moove then. I rally can...
by Bregalad
Mon Sep 12, 2005 12:45 pm
Forum: NESemdev
Topic: ines mapper number and unif board name
Replies: 5
Views: 4023

Usually, a mapper is a group of different boards containing similar mapping hardware.
For example MMC1 is one mapper, but many boards (SAROM, SLROM, SKROM, SNROM, SOROM, SUROM, etc...)
by Bregalad
Mon Sep 12, 2005 9:54 am
Forum: NESdev
Topic: Really good "special effects" in games
Replies: 40
Views: 22324

Right.
Overall, 111 will be 8 pixels back, 112 5 pixels back, 113 2 pixels back, 114 1 pixel forwad, 115 4 pixels forwad, 116 7 pixels forwad, etc...
The whole thing should be rewritten with different timed cycles for PAL format, and probably other beams are possible.
by Bregalad
Mon Sep 12, 2005 9:04 am
Forum: NESdev
Topic: Really good "special effects" in games
Replies: 40
Views: 22324

I tried to figure how the mega-FF1 orb beam was made. I eventually got that this is pretty easy to do. Just be sure to turn the color emphasis / grayscale bits at a fixed point on the screen, then wait for a few cycles depending on how much large is your beam, to eventually turn it back on. The whol...
by Bregalad
Mon Sep 12, 2005 8:53 am
Forum: NESdev
Topic: Call me stupid, but I can't understand Loopy's scrooling doc
Replies: 14
Views: 10215

Battletoads does write twite to $2006 to get the vertical scrooling, then twice to $2005 to get horizontal scrooling (the second write is dummy and don't actually need to be there). All licenced games seems to do like this, and the only restriction is that they need timed code to setup fine vertical...
by Bregalad
Mon Sep 12, 2005 8:45 am
Forum: SNESdev
Topic: spc help
Replies: 5
Views: 6898

The SPC instuction set definitely lacks decent doccumentation. Your MOVW YA, $f3 would load A with $f3 and Y with $f4, which is pretty crazy because A will load from the DPS register $f5 (scince adress is 7 bits, it will be $75) so channel 7 attack/decay register, and load Y with the main CPU transf...
by Bregalad
Sun Sep 11, 2005 9:41 am
Forum: NESdev
Topic: Call me stupid, but I can't understand Loopy's scrooling doc
Replies: 14
Views: 10215

The "complete" way to upload PPU registers is the following : lda NameTbl asl A asl A sta $2006 lda VScroll sta $2005 lda HScroll sta $2005 lda VScroll asl A asl A and #$e0 sta Temp lda HScroll lsr A lsr A lsr A ora Temp sta $2006 Of couse, in function of the practiced application, this ca...
by Bregalad
Sat Sep 10, 2005 1:16 pm
Forum: NESdev
Topic: Object collision
Replies: 107
Views: 60012

You have a table arranged like this (I put random characters in it) : A X U W O L T S Z W K Y M Q S U E U W P E Q S G E I S L Now you want to got the P that is in the third row and the sixth column. You have two indexes, one is 2 (the count starts from zero, so the third row is number 2), and 5 (als...
by Bregalad
Sat Sep 10, 2005 10:56 am
Forum: NESdev
Topic: Object collision
Replies: 107
Views: 60012

You mean that the whole 8-bit argument is a waste to check only one bit, right ? If so, yeah, some processors have the ability to check a bit like this. The SPC-700 and CMOS 6502 can, I think. But the NMOS 6502 isn't able to do this. Instead, just load the tile value in the accumulator, and check fo...
by Bregalad
Fri Sep 09, 2005 11:48 am
Forum: NESemdev
Topic: cycle for cycle stuff
Replies: 99
Views: 65821

Yes, his emulator is the most accuratest in the world about CPU and PPU timing / syncronistation.
by Bregalad
Fri Sep 09, 2005 9:12 am
Forum: NESdev
Topic: So I'd like to make an RPG for the NES..
Replies: 9
Views: 12160

GBA guy's tutorial is really unreliable and unaccurate. Read a 6502 book would be a good stating point (especially the one by Rodney Zacks).
by Bregalad
Thu Sep 08, 2005 9:15 am
Forum: NESdev
Topic: Object collision
Replies: 107
Views: 60012

Design the data as you like, I recoomend not using any compression the first time, then, you can found some compression algorithms on the net or make your own, depending of how the data is organized. The usual way is to beak a map into blocks, and each blocks will have it's own index to tile data, a...