Search found 7994 matches
- Thu Jan 21, 2021 3:38 am
- Forum: NES Music
- Topic: N163 Multi-Wave Sampling in FamiTracker
- Replies: 22
- Views: 608
Re: N163 Multi-Wave Sampling in FamiTracker
I tried to look for the file but I guess I didn't save it... luckily, I do have an example of what I would like to do, and it comes from this video https://www.youtube.com/watch?v=NnuplOOGrHE I know for the non-pitched part of the percussion I'll need to use the noise channel, which I still plan to...
- Thu Jan 07, 2021 3:00 am
- Forum: Other Retro Dev
- Topic: Good PS1 Homebrew
- Replies: 13
- Views: 1554
Re: Good PS1 Homebrew
I have a pressed disk who allows me to swap safely without breaking anything. I think if a homebrew game was produced in sufficient quantities, a pressed disc with the correct security codes could be produced (instead of burned discs) and so no modification at all would be necessary.
- Wed Jan 06, 2021 3:06 pm
- Forum: Other Retro Dev
- Topic: Good PS1 Homebrew
- Replies: 13
- Views: 1554
Re: Good PS1 Homebrew
A pain to develop for, and an inability to distribute games that run on unmodified consoles -> not much interest. Homebrew is easy to run on a barely modified PS1 with the disk swapping technique. The only modification needed (which is easily revertable) is to insert a match in a hole to make the c...
- Tue Dec 29, 2020 3:50 am
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5039
Re: List of games that use power-on state to seed RNG
It's an NROM program that has 8K of chr-rom in the iNES header (yet still writes to chr-memory and reads it back) and clears all ram on startup except the stack. So it probably fails on a flashcart that locks chr memory when it's supposed to be chr-rom (like lidnariq says above). OK, but because th...
- Mon Dec 28, 2020 11:29 am
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5039
Re: List of games that use power-on state to seed RNG
Here's the intended emulator-detection code from the RTC.nes demo. Even after reading about open-bus behavior on the wiki, I'm stumped here. In both FCEUX and Mesen it writes #$AA to vram address $0001 and the cmp reads from $0002 [Edit: It's actually reading the value in $1 on the read buffer - th...
- Fri Dec 25, 2020 4:49 am
- Forum: NES Music
- Topic: Is it possible to mix DMC samples in software?
- Replies: 5
- Views: 741
Re: Is it possible to mix DMC samples in software?
I'm not sure if there are mappers that can map CHR-RAM to ROM area CHR-RAM no (DMC can't read from CHR area), but PRG-RAM yes, for example MMC5 and the FDS. It would be rather simple to have your own simpler mapper that can map RAM to DMC-readable area $8000-$FFFF. but I was wondering if there is a...
- Fri Dec 25, 2020 3:37 am
- Forum: Test Forum
- Topic: im 18 now uwu
- Replies: 5
- Views: 1746
- Mon Dec 21, 2020 6:46 am
- Forum: NES Music
- Topic: About MMC5's 2 square channels
- Replies: 19
- Views: 1867
Re: About MMC5's 2 square channels
How loud expansion sound is, is a very complex topic ! It depends on the resistors on the cartridges, and, if you use a western NES with a modified adapter, how the NES and the adapter were modified to add extension sound. Also even on original Famicom it will very from the very model of Famicom you...
- Mon Dec 21, 2020 6:41 am
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5039
Re: List of games that use power-on state to seed RNG
Since the detection code in that demo involves reading from PPU_ADDRESS, it would probably get defeated in about 15 minutes, a little longer if they try to protect it with Earthbound-style checkpoints. I always got that message even when running from both NTSC and PAL hardware with a PowerPak, I ca...
- Sun Dec 20, 2020 3:11 pm
- Forum: NESdev
- Topic: List of games that use power-on state to seed RNG
- Replies: 36
- Views: 5039
Re: List of games that use power-on state to seed RNG
We've discussed SRAM tendencies in the past here. I think some do seem to power-on all 0 or all 1, but I don't think you'd typically find those in a conventional NES (but possibly in clones). PowerPak and Everdrive also initialize large parts of RAM with their menus, though not to 0 or 1. There are...
- Wed Dec 09, 2020 9:18 am
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 12166
Re: Super Mario Bros.: Why all the floating money?
that white mushroom common in European food such as pizza Pizza as we know it is american food, and was made popular in Europe by the US influence in the second half of the 20th century. Only in a very small region of southern italy the dish was known before 1950 and most northern italians born bef...
- Wed Dec 09, 2020 2:17 am
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 12166
Re: Super Mario Bros.: Why all the floating money?
Thanks for all that information on forest mushrooms. Sounds like you're an expert on the topic :beer: :) Like 10 litres of vodka taken in once. You ought to be russian to have such an idea :shock: However with both alcohol and mushrooms normally you'd vomit the toxic substance which is supposed to s...
- Sun Dec 06, 2020 1:55 pm
- Forum: Newbie Help Center
- Topic: MMC5 extended RAM and fill mode
- Replies: 5
- Views: 1144
Re: MMC5 extended RAM and fill mode
The wiki also mentio s that the expansion RAM can only be written while PPU is rendering. Is this right? And does this mean rendering as in rendering begin enabled from PPU registers or while a frame is begin rendered? According to my memories, if it is written during VBlank a #$00 is written inste...
- Sun Dec 06, 2020 5:42 am
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 12166
Re: Super Mario Bros.: Why all the floating money?
I always tought those mushrooms were highly toxic.Consumption of amanita muscaria (commonly the "fly agaric" mushroom) may result in micropsia, with the associated sensation of being larger than normal. The opposite condition may also occur.
- Sat Dec 05, 2020 3:17 am
- Forum: General Stuff
- Topic: Unacceptably insensitive content in video games
- Replies: 25
- Views: 10165
Re: Unacceptably insensitive content in video games
A good example is the presence of a swastika symbol which is not that uncommon in Nintendo games. For example the third dungeon in Zelda is called Manji which is the Japanese word for a swastika and the whole dungeon is shaped like one. The inclusion of this symbol can't possibly be considered inse...