Search found 1006 matches

by ccovell
Wed Dec 18, 2019 9:50 pm
Forum: Homebrew Projects
Topic: NES Gameboy Printer Projects
Replies: 5
Views: 1116

Re: NES Gameboy Printer Projects

That's a very cool project! Makes me want to buy a printer just to try out coding for the interface.
by ccovell
Fri Nov 22, 2019 5:49 am
Forum: NES Hardware and Flash Equipment
Topic: FAMICOM CONTROLLER IN TWIN FAMICOM
Replies: 13
Views: 2344

Re: FAMICOM CONTROLLER IN TWIN FAMICOM

Try turning off all savestate / Up+Select to reset, etc. functionality that the Everdrive provides. Perhaps its ingame controller reading is interfering with or blanking out the expansion controller's data going to the game.
by ccovell
Mon Oct 21, 2019 6:10 pm
Forum: NESemdev
Topic: NES palette colors -- notable games list?
Replies: 11
Views: 6186

Re: NES palette colors -- notable games list?

"Forbidden" colors $0D - forbidden black is used in Game Genie, Maniac Mansion (NES port), Skate or Die 2, The Immortal $1D - no examples (blacky) $2D - no examples (dark grey) $3D - no examples (light grey) $2D - Used liberally in Three Stooges (eg. title screen) $3D - Grey wall in 1st stage of To...
by ccovell
Fri Sep 13, 2019 12:39 am
Forum: NESdev
Topic: VRC5
Replies: 43
Views: 19919

Re: VRC5

A little reminder that "Q-TAI" is an incorrect transcription.
by ccovell
Thu Sep 05, 2019 4:29 pm
Forum: Homebrew Projects
Topic: Physics Demo
Replies: 4
Views: 3309

Re: Physics Demo

That's a pretty fun and impressive physics simulation!

Welcome here!
by ccovell
Sat Aug 31, 2019 5:40 pm
Forum: NESdev
Topic: VRC5
Replies: 43
Views: 19919

Re: VRC5

(the core meaning of 太 is something like "greatest", "grand", "very", "thick" or "fat") where 太 is read as "ta" ("tai" is also possible, but it looks like there are furigana above it which explains the reading). No, it's more like sound association with the words "compuTER" and "kid" or "boy". Thin...
by ccovell
Wed Aug 28, 2019 4:19 am
Forum: NES Music
Topic: More NSF Requests
Replies: 2854
Views: 929455

Re: More NSF Requests

Bravo! Thanks for your work.
by ccovell
Thu Aug 01, 2019 5:31 pm
Forum: SNESdev
Topic: How SuperFX assisted games displayed?
Replies: 27
Views: 12604

Re: How SuperFX assisted games displayed?

Look, he's trying to win the bounty for making a SNES demo that beats Titan's MD efforts, by jumping into the deep end head-first, okay? :lol:
by ccovell
Wed Jul 24, 2019 6:07 pm
Forum: NES Hardware and Flash Equipment
Topic: from NES CPU pin 1, can we extract both squares individually
Replies: 8
Views: 9518

Re: from NES CPU pin 1, can we extract both squares individu

Not possible, without actually hacking the game ROM.
by ccovell
Tue Jul 23, 2019 5:20 pm
Forum: Homebrew Projects
Topic: Fake John Wick nes game on real nes
Replies: 14
Views: 9432

Re: Fake John Wick nes game on real nes

You can use the straight horizontal line of the barrier right below the buildings as an entire scanline for palette updates. Turn on the greyscale bit and all colour emphasis bits, and do the remainder of your palette updates. This at least masks the palette colours a little bit as they streak acros...
by ccovell
Sun May 12, 2019 5:20 pm
Forum: NES Hardware and Flash Equipment
Topic: PPU BG rendering one dot early
Replies: 7
Views: 6704

Re: PPU BG rendering one dot early

I don't really know about all Famiclones, but I noticed a bug like this in my old DrPCJr clone console. Here's what I wrote about it back then: "The Doctor PC Jr's PPU emulation is not completely accurate and is a little quirky. The BG is offset by one horizontal pixel to the left. So, sprites and t...
by ccovell
Fri May 10, 2019 2:58 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 20528

Re: How to show graphics on the screen?

Hi, sorry, but I have one important suggestion for any tile format (PCE, SFC...) and that is the ability to specify the starting VRAM address of the first graphics tile. Tiles can't all start at VRAM $0000, as often the MAP/BAT is located there. Thus the tile numbers in the MAP will be incorrect.
by ccovell
Thu May 09, 2019 8:55 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 20528

Re: How to show graphics on the screen?

Thanks for the newest version. It seems to generate valid maps, palettes, etc for 24-bit and indexed PNGS. 1024x512-pixel-large images also seem to remap just fine.

I'll actually test the tool and images out on my PCE tonight or in a couple of days.
by ccovell
Sun May 05, 2019 6:04 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 20528

Re: How to show graphics on the screen?

I'd also love to add proper PCE support. I've never done anything with that system, though. What would be the best documentation of its palette/tile/map structures? If it's background tiles only, the PCE is very simple. 64K of VRAM and the same 4bpp tile format as the SNES. Each 8x8 tile can have o...
by ccovell
Sat May 04, 2019 5:51 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 20528

Re: How to show graphics on the screen?

Super Famicomv gives me an application error (Win 7 Pro x64): unable to start correctly (0xc00007b). Any idea what that is about? I'm interested in using this program for SNES graphics, but mainly for PCE as well, as there aren't a lot of good tilemap optimizing programs for the PCE/Turbografx. To t...