Search found 4001 matches
- Sun Mar 17, 2024 1:02 pm
- Forum: Newbie Help Center
- Topic: How to push solid blocks using assembly language
- Replies: 6
- Views: 580
Re: How to push solid blocks using assembly language
The topic of pushing objects sounds a bit advanced if you don't even know assembly, but then you said you are using NES Maker. What good does knowing assembly if you use NES Maker? You can import scripts into NES Maker, though it's maybe silly to call it a script because it's just plain assembly la...
- Sun Mar 03, 2024 8:28 am
- Forum: General Stuff
- Topic: Cooks of NesDev, What's Cookin?
- Replies: 42
- Views: 2576
Re: Cooks of NesDev, What's Cookin?
Can't say I've let onions go that long...but that sounds amazing. I have certainly gotten a particular hankering for onions and just chopped up, cooked, and ate a whole onion on more than one occasion. I guess it's not that weird, put a beef stock on it and you've got french onion soup...mmm.... We...
- Sun Jan 07, 2024 2:54 am
- Forum: Reproduction
- Topic: Trying to make a "no mapper" gameboy repro cart
- Replies: 5
- Views: 1419
Re: Trying to make a "no mapper" gameboy repro cart
With CE connected to VCC, the chip will always be disabled. Connect ROM CE to GB A15, then it will be enabled for $0000-$7FFF.
With WE connected to GND, the chip will always be in a write cycle. Connect ROM WE to GB WE, or to 5V.
With WE connected to GND, the chip will always be in a write cycle. Connect ROM WE to GB WE, or to 5V.
- Sat Jan 06, 2024 10:07 am
- Forum: NES Hardware and Flash Equipment
- Topic: NES serial out via P2 latch ($4016)?
- Replies: 12
- Views: 2478
Re: NES serial out via P2 latch ($4016)?
Sending data from the NES is much easier than receiving it, so you might not have too much trouble doing this. At least from your description, it sounds like you want the PC program to do the receiving. If you want a simple, off-the-shelf type of solution, this I'd recommend PL2303TA. It's 5V-tolera...
- Fri Jan 05, 2024 7:32 pm
- Forum: NES Hardware and Flash Equipment
- Topic: How did people dump FDS and NES ROMs before the first modern ROM dumpers were created?
- Replies: 5
- Views: 1161
Re: How did people dump FDS and NES ROMs before the first modern ROM dumpers were created?
The classic way would be to desolder the ROM chip, put it in an EPROM programmer, and read it. That would typically work. When I joined the NESdev email list years ago, I remember some people were using a device called IO-56. It seems to be an ISA card that would be installed in a PC, that would pro...
- Mon Dec 25, 2023 1:52 am
- Forum: Other Retro Dev
- Topic: How does a mapper know when to change the banks?
- Replies: 3
- Views: 704
Re: How does a mapper know when to change the banks?
Haven't been here in a while, glad this resource is still alive. I've been wondering about how memory mappers get their signal to swap from one bank to another? Typically, it's selected by the address range that's being accessed. So the graphics are being accessed, which puts out an address, then t...
- Sat Dec 16, 2023 2:19 am
- Forum: NESdev
- Topic: I can't to draw background correct!
- Replies: 25
- Views: 5195
Re: I can't to draw background correct!
Don't work. I want to question What is rendering on? The process when loading tiles in memory PPU DATA or when enable nmi by PPUCTRL? It's PPUMASK, with the background or sprite enable bits. It CAN be when you enable NMI, if you write to PPUMASK in the NMI routine. And actually, inside NMI is gener...
- Wed Dec 13, 2023 2:13 am
- Forum: General Stuff
- Topic: Research, documentation, and copyright
- Replies: 81
- Views: 14537
Re: Research, documentation, and copyright
I'm no lawyer, but it seems like when there's no distribution of the copyrighted material, direct copyright infringement is already ruled out. What remains to be examined is contributory copyright infringement. https://en.wikipedia.org/wiki/Contributory_copyright_infringement The requirements are: 1...
- Sun Dec 10, 2023 8:41 pm
- Forum: NESdev
- Topic: Namco IPL Interface
- Replies: 11
- Views: 4356
Re: Namco IPL Interface
That's very interesting. You can probably use a USB-to-TTL part like PL2303 or FT232 with this. If anyone wants to try communicating with it, it uses 38400 baud. On FC or NTSC NES, that's precisely 46.60 cycles per bit. This receiving loop waits 47 cycles between bits. It waits 62 cycles after the s...
- Fri Dec 08, 2023 5:21 pm
- Forum: GBDev
- Topic: Rip PCM samples from Roms?
- Replies: 15
- Views: 16357
Re: Rip PCM samples from Roms?
More specifics are needed, but it seems like MSM6295 aka OKI6295 is by far the most common sample chip in arcade games. In that case, the samples are in ADPCM format. 4-bits per sample.
- Fri Dec 08, 2023 5:11 pm
- Forum: NESdev
- Topic: Can't start at address $C000
- Replies: 2
- Views: 1979
Re: Can't start at address $C000
IIRC with LD65, the order matters when defining MEMORY, it goes to your output file in the order as listed. You have C000 listed before 8000, try swapping those around. SEGMENTS, on the other hand, may be defined in any order.
- Thu Nov 30, 2023 2:43 am
- Forum: Newbie Help Center
- Topic: Choosing a Mapper for Physical Vertical Shoot'em Up
- Replies: 9
- Views: 3308
Re: Choosing a Mapper for Physical Vertical Shoot'em Up
GTROM is another option. Note that as the supplier, I'm biased, making a couple bucks on each one. It's similar to 256kB UNROM, but can be used as 512kB if you use 32kB banks (or various sizes in between those, depending on what size you use as the fixed bank, e.g. an 8kB fixed bank gives 384kB usa...
- Thu Nov 30, 2023 2:02 am
- Forum: NESdev
- Topic: GTROM self-flashing issue
- Replies: 6
- Views: 1855
Re: GTROM self-flashing issue
Whoops, I meant the destination pointer. Since the source points to RAM, that'll only affect the cycle timing, which shouldn't matter. But definitely is critical when it comes to polling the destination pointer.
- Wed Nov 29, 2023 8:17 pm
- Forum: NESdev
- Topic: GTROM self-flashing issue
- Replies: 6
- Views: 1855
Re: GTROM self-flashing issue
I later switched over to the type of polling loop you were using. lda (dest),y / cmp (dest),y. Masking out the individual bit seems a bit silly, in hindsight. That code goes waay back to like 2005 when I was first playing around with AMD flash chips. I don't think my test setup itself was updated to...
- Sun Nov 26, 2023 2:06 am
- Forum: SNESdev
- Topic: Documentation for Memblers 2A03 Sound Emulator for SNES
- Replies: 8
- Views: 2246
Re: Documentation for Memblers 2A03 Sound Emulator for SNES
Nice, glad to hear you got it to work. Porting a game from binary is quite an accomplishment, good luck with whatever work still remains.