Search found 120 matches

by Bavi_H
Sun Aug 11, 2019 9:39 am
Forum: General Stuff
Topic: Why preserve video games?
Replies: 27
Views: 8294

Re: Why preserve video games?

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...
by Bavi_H
Tue Mar 05, 2019 2:25 am
Forum: NES Hardware and Flash Equipment
Topic: Does RF Famicom work with "cable-ready" US TVs?
Replies: 21
Views: 11808

Re: Does RF Famicom work with "cable-ready" US TVs?

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 some TVs yo...
by Bavi_H
Sat Feb 02, 2019 4:24 pm
Forum: General Stuff
Topic: "Castlevania" manual revisions?
Replies: 21
Views: 8538

Re: "Castlevania" manual revisions?

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 codemonkies.ca/server/php/files/IMG_20180207_225608_01.jpg ] If you go to images.googl...
by Bavi_H
Wed Jan 30, 2019 9:54 pm
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 32187

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

[You may be able to find the manual on Internet Archive or RomHacking.net. 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. ( Max. 3F...
by Bavi_H
Wed Jan 23, 2019 11:37 pm
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 32187

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

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 ...
by Bavi_H
Wed Jan 23, 2019 12:09 am
Forum: NES Hardware and Flash Equipment
Topic: Hyperkin SNES Mouse cannot software-cycle sensitivity
Replies: 34
Views: 32187

Re: Hyperkin SNES Mouse cannot software-cycle sensitivity

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. If you are...
by Bavi_H
Sat Jan 12, 2019 11:30 am
Forum: NES Music
Topic: Editing music in Zelda 2 - The Adventure Of Link
Replies: 10
Views: 10362

Re: Editing music in Zelda 2 - The Adventure Of Link

Romhacking.net'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.
by Bavi_H
Sun Dec 16, 2018 5:13 pm
Forum: NESdev
Topic: Where to start and Stop looking in the debugger output
Replies: 7
Views: 4655

Re: Where to start and Stop looking in the debugger output

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 this RAM map for Super...
by Bavi_H
Sun Dec 16, 2018 5:07 pm
Forum: NESdev
Topic: [CLOSED]Trying to understand the Address for speed
Replies: 23
Views: 8367

Re: [CLOSED]Trying to understand the Address for speed

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 ...
by Bavi_H
Tue Dec 11, 2018 9:12 pm
Forum: SNESdev
Topic: Nintendo Music Format (N-SPC) questions
Replies: 2
Views: 4083

Re: Nintendo Music Format (N-SPC) questions

Google Translate (translate.google.com) 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...
by Bavi_H
Thu Nov 15, 2018 8:17 pm
Forum: General Stuff
Topic: Journey to Silius walkthrough (that is actually helpful)?
Replies: 19
Views: 8712

Re: Journey to Silius walkthrough (that is actually helpful)

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...
by Bavi_H
Sat Sep 29, 2018 7:23 pm
Forum: General Stuff
Topic: A short Konami code in Life Force
Replies: 5
Views: 3025

Re: A short Konami code in Life Force

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 press any amount...
by Bavi_H
Mon Aug 27, 2018 5:47 pm
Forum: NESemdev
Topic: Nintaco -- NES-Famicom-Dendy Emulator
Replies: 82
Views: 61435

Re: Nintaco -- NES-Famicom-Dendy Emulator

I got the impression from the manual that the split function is only changing the sounds of one channel. 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...
by Bavi_H
Sun Aug 26, 2018 8:52 pm
Forum: NESemdev
Topic: Nintaco -- NES-Famicom-Dendy Emulator
Replies: 82
Views: 61435

Re: Nintaco -- NES-Famicom-Dendy Emulator

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". That feature is called Running Status From NewRisi...
by Bavi_H
Sun Jun 03, 2018 8:19 am
Forum: NESdev International
Topic: Foreign-write questions!
Replies: 5
Views: 7547

Re: Foreign-write questions!

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 familiar with the Commodore 64 loo...