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 Forum: General Stuff   Topic: Why preserve video games?

Posted: Sun Aug 11, 2019 9:39 am 

Replies: 16
Views: 863

One argument I can think of is it's hard to predict what future historians will want to investigate. If digital preservation takes up little physical resources, why not preserve as much as possible for future researchers to study? I'm not sure how strong that argument is. I'm having a hard time comi...

 Forum: NES Hardware and Flash Equipment   Topic: Does RF Famicom work with "cable-ready" US TVs?

Posted: Tue Mar 05, 2019 2:25 am 

Replies: 21
Views: 10132

I just wanted to point out the term "cable ready" and tepples's advice to look for a switch for AIR, STD, HRC, or IRC dates back to analog-only TVs. Modern TVs with digital tuners will typically just offer a menu item to choose between a cable signal or an over the air antenna signal. On s...

 Forum: General Stuff   Topic: "Castlevania" manual revisions?

Posted: Sat Feb 02, 2019 4:24 pm 

Replies: 21
Views: 7955

From the NintendoAge post: This Castlevania manual also has a variant, at first I thought it was just off-cut a bit but then I realised the seal is actually a different size between manuals. [ broken image link to ] If you go to images.googl...

 Forum: NES Hardware and Flash Equipment   Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity

Posted: Wed Jan 30, 2019 9:54 pm 

Replies: 34
Views: 26380

[You may be able to find the manual on Internet Archive or Linking it here might bring bad attention from the powers that be. --MOD] Which diagram says 6bit? In book2.pdf, page 4-6-6 includes a diagram with the statement "D6-D0 change with the amount of mouse displacement. ( Ma...

 Forum: NES Hardware and Flash Equipment   Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity

Posted: Wed Jan 23, 2019 11:37 pm 

Replies: 34
Views: 26380

Rainwarrior, thank you for measuring the ball, roller, and counting the holes on the wheel. I was thinking about it often at work today. You already came up with similar results as below (the measurements suggest about 50 counts per inch), but I wanted to chime in with a different way of explaining ...

 Forum: NES Hardware and Flash Equipment   Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity

Posted: Wed Jan 23, 2019 12:09 am 

Replies: 34
Views: 26380

Wouldn't inches per second values be related to how often you read the mouse?: ⋅ If you are reading the mouse once per frame and a value of 3 appears to be 3 inches per second, then if you change to reading the mouse every other frame, a value of 3 would now represent 1.5 inches per second...

 Forum: NES Music   Topic: Editing music in Zelda 2 - The Adventure Of Link

Posted: Sat Jan 12, 2019 11:30 am 

Replies: 10
Views: 7707's Data Crystal wiki page for Zelda II: The Adventure of Link has a "Zelda II Music Document". The hex locations in that document are offsets in the .NES file.

 Forum: NESdev   Topic: Where to start and Stop looking in the debugger output

Posted: Sun Dec 16, 2018 5:13 pm 

Replies: 7
Views: 4117

Perhaps gukingofheart is referring to "RAM freezing" cheat ability of FCEUX when saying 075A is an "infinite life address". In FCEUX, you can freeze a RAM address to have a constant value that never changes. In Super Mario Bros., the address 075A stores the current lives. (See th...

 Forum: NESdev   Topic: [CLOSED]Trying to understand the Address for speed

Posted: Sun Dec 16, 2018 5:07 pm 

Replies: 23
Views: 7241

Here are some points I hope you might find helpful if they weren't clear before: Game Genie codes can't directly affect RAM On the NES, the RAM is at CPU addresses 0000 to 07FF. However, a Game Genie can only modify the values at CPU addresses 8000 to FFFF. So to make a Game Genie code affect a RAM ...

 Forum: SNESdev   Topic: Nintendo Music Format (N-SPC) questions

Posted: Tue Dec 11, 2018 9:12 pm 

Replies: 2
Views: 3748

Google Translate ( interprets the Japanese sentence with the word MIDI in it as follows: 多くのゲームでは標準MIDIファイルのように、最初にデータの先頭位置を指定したらあとはひたすら演奏するのみかと思いますが、このゲームでは上位に小区間演奏データを束ねる形で曲データを表現します。 In many games, like the standard MIDI file, if you first specify the beginning position of th...

 Forum: General Stuff   Topic: Journey to Silius walkthrough (that is actually helpful)?

Posted: Thu Nov 15, 2018 8:17 pm 

Replies: 19
Views: 7864

Can anyone submit a walkthrough at Gamefaqs, or is it limited to people with, say, high post counts/etc. (i.e. trustworthiness)? (A walkthrough I wrote for an unrelated game is on there, but I did not submit it myself, which is why I ask) From what I remember, anyone can submit a document to a mode...

 Forum: General Stuff   Topic: A short Konami code in Life Force

Posted: Sat Sep 29, 2018 7:23 pm 

Replies: 5
Views: 2715

The Cutting Room Floor says Life Force makes use of a code on the title screen, which increases the number of lives from 3 to 30, but it is not the Konami code, it's only part of it ( Up , Up , Down , Down , B , A ), but the program will ignore Left or Right pressings, so you could pres...

 Forum: NESemdev   Topic: Nintaco -- NES-Famicom-Dendy Emulator

Posted: Mon Aug 27, 2018 5:47 pm 

Replies: 82
Views: 54162

Can MIDI devices do that? Everything I read suggested that you assigned each channel an instrument (one patch/program). Is a split a dynamically created patch assembled from the notes of 2 other patches? Splitting is not available in the GM API that I am using. To simulate the effect, I used the x ...

 Forum: NESemdev   Topic: Nintaco -- NES-Famicom-Dendy Emulator

Posted: Sun Aug 26, 2018 8:52 pm 

Replies: 82
Views: 54162

The human normally plays on channel 0. Note: MIDI channels are referred to as channel 1 to 16, even though the bit patterns in the messages are from 0 to 15. For example, you would say the Miracle Piano transmits on MIDI channel 1, not "channel 0". From NewRisingSun's link The MIDI Techni...

 Forum: NESdev International   Topic: Foreign-write questions!

Posted: Sun Jun 03, 2018 8:19 am 

Replies: 5
Views: 6170

1. I think either screenshot or snapshot could work, but screenshot will be understood more. In the Commodore 64 era, "snapshot" can refer to saving the state of memory. There are "freezer cartridges" that can save a "snapshot" of the computer memory. So if someone fami...
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