Search found 1161 matches
- Tue Jan 14, 2014 3:59 am
- Forum: General Stuff
- Topic: NES Chuck Norris jokes
- Replies: 60
- Views: 18164
- Mon Jan 13, 2014 2:06 pm
- Forum: NES Music
- Topic: FamiTone2 audio library
- Replies: 22
- Views: 16935
Re: FamiTone2 audio library
Is it really necessary to quote random code pieces and make guesses when everything is clearly stated in the readme.txt, and is not changed since the original version? Please understand, I don't need any docs by myself, I spend quite some time and effort to write them for your convenience. Please re...
- Mon Jan 13, 2014 8:47 am
- Forum: NES Music
- Topic: FamiTone2 audio library
- Replies: 22
- Views: 16935
- Mon Jan 13, 2014 8:37 am
- Forum: NES Music
- Topic: FamiTone2 audio library
- Replies: 22
- Views: 16935
FamiTone2 audio library
Download FamiTone2 The original FamiTone got a major update, with data formats change and player and tools code rewrite. The most important improvements are: - Built-in FamiTracker text export support instead of the old TextExporter plug-in - Faster code - Smaller data size - Tempo support - Full N...
- Sun Jan 12, 2014 7:39 pm
- Forum: SNESdev
- Topic: SPC-700 Test ROMs should be in SPC format: Rationale
- Replies: 16
- Views: 9081
Re: SPC-700 Test ROMs should be in SPC format: Rationale
The only other device to use this CPU was a Sony VCR. Although the chip is certainly rare, I think this doc and the fact the chip is supported in this IDE shows that it had some more applications besides just SNES and a VCR. A number of VCRs, at least, as there are 9 VCR-on-chip parts listed in the...
- Sun Jan 12, 2014 2:20 pm
- Forum: NES Graphics
- Topic: 24 fps animation
- Replies: 16
- Views: 10573
Re: 24 fps animation
It does seem that standard 'fluid' animation on NES (Moon Crystal, for example) uses the on fours, i.e. 15 FPS. It should be noted that 24 FPS is not really a standard animated film rate. The film itself runs at 24 FPS, but the cel changes rarely gets that fluid, for the most part it is on twos or t...
- Sun Jan 12, 2014 9:29 am
- Forum: NESdev
- Topic: NES power-on self-test (POST)
- Replies: 19
- Views: 26619
Re: NES power-on self-test (POST)
The chips with the part number starting from U are labeled as UMC (a picture). The TA-marked chips does not have any manufacturer logo.
- Sun Jan 12, 2014 3:58 am
- Forum: NES Graphics
- Topic: 24 fps animation
- Replies: 16
- Views: 10573
Re: 24 fps animation
It may be useful for cutscenes in retro style, like, sepia palette, and not that smooth object movements.
- Sun Jan 12, 2014 3:56 am
- Forum: NESdev
- Topic: NES power-on self-test (POST)
- Replies: 19
- Views: 26619
Re: NES power-on self-test (POST)
There are many parts, not all of them actually had numbers. This list is incomplete:tepples wrote:Anyone know the part numbers in a Dendy
2A03 direct replacements: UA6527P, TA-03NP1 (the same, additionally marked 6527P)
PPU direct replacements: UM6538
Dendy-On-Chip (not a gloptop): UM6561A
2K SRAM: UM6516
- Sun Jan 12, 2014 3:44 am
- Forum: NESdev
- Topic: Contents of the "nes.lib" in CC65
- Replies: 15
- Views: 8587
Re: Contents of the "nes.lib" in CC65
I'm asking myself why those generic C runtime functions are implemented in a lib that's specifically for the NES anyway. Well, that's just a misleading file name. This part of code is normally called 'runtime.lib' (the source folder is called like this), so I probably should rename it after removin...
- Sat Jan 11, 2014 2:21 pm
- Forum: NESdev
- Topic: Contents of the "nes.lib" in CC65
- Replies: 15
- Views: 8587
Re: Contents of the "nes.lib" in CC65
But in this case, what's the reason behind creating such a lib in the first place instead of using the one from the CC65 website? It is not creating, it is just compiling existing sources. The reason is to know what is inside rather than use a black box and to exclude all unwanted stuff (lib size i...
- Sat Jan 11, 2014 11:00 am
- Forum: NESdev
- Topic: Contents of the "nes.lib" in CC65
- Replies: 15
- Views: 8587
Re: Contents of the "nes.lib" in CC65
The nes.lib that I compiled does not have any of my code, only the C compiler runtime. There are things like math routines, popa, popax etc. Here is all what the nes.lib contains.
- Sat Jan 11, 2014 3:28 am
- Forum: Newbie Help Center
- Topic: What workflow and equipment for ROM dev and hacking?
- Replies: 6
- Views: 3504
Re: What workflow and equipment for ROM dev and hacking?
If you don't plan to use a custom mapper or other extra hardware, you can completely develop a game using existing modern emulators only. If you will consider certain NES limitations and quirks (documented everywhere, like VBlank time, DPCM/controller bug, and so on), good chances that your code wil...
- Sun Jan 05, 2014 4:00 am
- Forum: SNESdev
- Topic: sndk: SNES SDK for Linux (i686)
- Replies: 15
- Views: 8085
Re: sndk: SNES SDK for Linux (i686)
If you want to display static images, you probably don't want a raster buffer and set_pixel, you can just convert them into tiles. If you want to draw some static images generated in software, like vector figures or something, then you need a virtual raster buffer. I would do it with a RAM buffer (u...
- Sun Jan 05, 2014 3:38 am
- Forum: SNESdev
- Topic: sndk: SNES SDK for Linux (i686)
- Replies: 15
- Views: 8085
Re: sndk: SNES SDK for Linux (i686)
It isn't a big deal to implement a virtual raster buffer with set_pixel, using a RAM buffer - just a few lines of code, in fact, but it'll be really slow, because a full screen update (RAM to VRAM transfer) will take about 6 frames even in 16 color mode.