Search found 137 matches

by Bavi_H
Thu Feb 18, 2021 3:27 pm
Forum: Other Retro Dev
Topic: Video Game Consoles with games stored in single-sided cards
Replies: 16
Views: 2658

Re: Video Game Consoles with games stored in single-sided cards

By the way, previous discussions wondering about double-ended NES/Famicom carts happened in threads below. Both times user Fisher mentioned a brand called Hydron that actually made carts like this. The 2019 post has a link to a blog post (in Portuguese). The 2018 post includes an attached picture (u...
by Bavi_H
Sun Jan 17, 2021 1:49 pm
Forum: Homebrew Projects
Topic: Animated Optical Illusions
Replies: 4
Views: 1595

Re: Animated Optical Illusions

Previously, in August 2014: Vertical Line Animation Illusion

Internet Archive Wayback Machine versions of items no longer available:
IllusionTest.nes
NESIllusionTest.png
by Bavi_H
Wed Dec 16, 2020 7:34 pm
Forum: Newbie Help Center
Topic: Who wants to disassemble EarthBound Zero?
Replies: 12
Views: 3114

Re: Who wants to disassemble EarthBound Zero?

CDLs from FCEUX lack any type of information as to what banks are mapped into CPU address space In FCEUX 2.2.3 for Windows, the help file page Debug -> Code/Data Logger says CDL files contain some information about the bank, if I understand correctly?: CDL files are just a mask of the ROM; that is,...
by Bavi_H
Sat Nov 14, 2020 9:25 am
Forum: NES Music
Topic: I finally got a way to fix the triangle channel bug in Ufouria!
Replies: 16
Views: 7155

Re: I finally got a way to fix the triangle channel bug in Ufouria!

I looked at the data for Ufouria and found a way to fix the triangle channel bug. I made an FCEUX cheat to fix this bug: 0087?00:17 I like Ufouria! Could you tell us more how you found the cheat? (Did you find out what address 0087 controls? Did you find any documentation about the Ufouria or Heber...
by Bavi_H
Sun Nov 08, 2020 9:25 pm
Forum: NES Hardware and Flash Equipment
Topic: Hori Game Repeater
Replies: 8
Views: 4074

Re: Hori Game Repeater

1. Thanks for thinking about capturing some RAM contents. The only way of reading the memory content that comes to my mind is [...] Replace the SRAM with socket and make [something to plug into the socket...] Is it possible to connect the logic analyzer to the 8 data lines and the enable line of the...
by Bavi_H
Sat Nov 07, 2020 8:12 am
Forum: NES Hardware and Flash Equipment
Topic: Hori Game Repeater
Replies: 8
Views: 4074

Re: Hori Game Repeater

krzysiobal, thank you for providing your logic analyzer dump! I had fun looking at it. Here's my analysis: hori-game-repeater-example.zip Here are some things I noticed: In the recorder signal, the 3rd and 4th bytes of the 4-byte header appear to indicate the last address used in memory for the reco...
by Bavi_H
Thu Nov 05, 2020 1:48 pm
Forum: NES Hardware and Flash Equipment
Topic: Hori Game Repeater
Replies: 8
Views: 4074

Re: Hori Game Repeater

I don't know Japanese, but I used Yandex Translate Image to OCR and Google Translate to do a translation of the side of the box with notes on it and sections 3 and 4 of the manual. I manually picked some characters from Windows Character Map to get some symbols and to correct a few of the OCR mistak...
by Bavi_H
Sun Oct 11, 2020 2:04 pm
Forum: Web Issues
Topic: Sometimes can't access nesdev.com
Replies: 9
Views: 8283

Re: Sometimes can't access nesdev.com

It's explained more in depth in the linked thread, but RCWN completely subverts the browser's cache by re-requesting all content, on the off chance that re-receiving it from the server is faster than retrieving it from the cache. Nesdev is likely seeing this as a DOS attempt (multiple repeated requ...
by Bavi_H
Fri Oct 09, 2020 2:20 pm
Forum: NESdev
Topic: Question about Zelda 2 sprites
Replies: 9
Views: 2988

Re: Question about Zelda 2 sprites

I tested the values by using the freeze function in Mesen's memory viewer to set the values I wanted, then I pressed the "frame advance" keyboard key 16 times to observe the effect. Glancing at the code, my initial guess is that the stuff that gets stored at $3D6+X is used as a sub-pixel counter. If...
by Bavi_H
Fri Oct 09, 2020 1:41 pm
Forum: NESdev
Topic: Question about Zelda 2 sprites
Replies: 9
Views: 2988

Re: Question about Zelda 2 sprites

the speed is only a 4 bit value stored in the high nybble of $70-$75. The value is not signed I would describe the value as being an 8-bit signed value, but it represents the speed in sixteenths of a pixel per frame, that is: hex 10: right one pixel per frame. hex 01: right one pixel every 16 frame...
by Bavi_H
Wed Oct 07, 2020 7:52 am
Forum: Newbie Help Center
Topic: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?
Replies: 25
Views: 9532

Re: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?

What games use that? I’m kinda curious to see how it looks. Nesdev Wiki Sprite overflow games - Use of excess sprites for masking effects Can you make another LUA (for Mesen) specifically for detecting masking effects? [...] To give an idea on how to code this script, looking into the Mesen code be...
by Bavi_H
Thu Sep 17, 2020 11:21 pm
Forum: SNESdev
Topic: Mario Paint (Music Maker) REing
Replies: 8
Views: 6208

Re: Mario Paint (Music Maker) REing

I investigated Mario Paint's tempo and found out the following: address: $7E0C28 length: 2 bytes type: unsigned 2-byte little endian integer description: position of the tempo slider in quarter pixels, valid values are 0 to 159. The 0 position is when you drag the slider all the way to the left. Eac...
by Bavi_H
Mon Jul 27, 2020 9:27 pm
Forum: phpBB Issues
Topic: Anti-spam proposal
Replies: 30
Views: 11853

Re: Anti-spam proposal

What I can do is start gradually deleting pre-2020 users with no posts Even if a user doesn't post anything, one useful feature of having an account is that the site remembers which posts you have read. On some forums, I would set up an account just for the purpose of having the site remember the p...
by Bavi_H
Sat Jun 27, 2020 5:19 pm
Forum: General Stuff
Topic: Late 1980s / Early 1990s Memphis Style in NES Games
Replies: 17
Views: 13876

Re: Late 1980s / Early 1990s Memphis Style in NES Games

Parts of M.C. Kids might sort of qualify. The early levels feature bright colors and repeating shapes in the grass and columns: Map of the first level (from The Cutting Room Floor M.C. Kids Prototype - Level Changes ) The text screens (used for the game over message, the bonus game title card, and t...