Search found 1353 matches
- Mon Jan 30, 2023 3:10 am
- Forum: SNESdev
- Topic: Snes CPU 01 graphics issue
- Replies: 10
- Views: 2118
Re: Snes CPU 01 graphics issue
I just encountered basically the same issue today on an SFC I got from a junk shop. I had similar glitches every 8 pixels or so, and I mistakenly thought it might be PPU1. After replacing PPU1, I replaced PPU2, and this issue went away.
- Mon Aug 17, 2020 12:32 am
- Forum: Homebrew Projects
- Topic: Gimmick! exAct * mix
- Replies: 39
- Views: 60841
Re: Gimmick! exAct * mix
This is nearly complete and is on final location test. COVID has made this hard in more ways than you can imagine. There are just a few more "little things" I'd like to add, and a nice surprise for everybody hopefully. Does the exclusivity expire prior to 2116? I don't get if this is a spe...
- Sun Jul 19, 2020 1:49 am
- Forum: NESdev
- Topic: How many times can the NES change scrolling in a frame?
- Replies: 57
- Views: 45139
Re: How many times can the NES change scrolling in a frame?
Just a fun related novelty: I spent some time fixing a pretty FUBAR-looking arcade game by NMK, called Gunnail. It was worth fixing because that game has gotten ludicrously expensive, and fixing a broken one was my only real path to owning a real board. Anyway, part of what I had to debug was that t...
- Sun Jul 19, 2020 1:36 am
- Forum: NESdev
- Topic: I accidentally discovered what Double Dribble was probably intended to sound like.
- Replies: 35
- Views: 32464
Re: I accidentally discovered what Double Dribble was probably intended to sound like.
Wow, that's a really nice find. I'm now considering writing an NSF player to use prior to Gimmick's release so this can be taken advantage of.
- Fri Apr 10, 2020 11:05 am
- Forum: NESdev
- Topic: How many times can the NES change scrolling in a frame?
- Replies: 57
- Views: 45139
Re: How many times can the NES change scrolling in a frame?
"Line scroll" was standard in lots of arcade hardware, and Sega used it in the Megadrive because some arcade hardware design philosophy found its way into the Megadrive VDP, where scroll offsets per line, cell, or plane are first-class features. However, "raster effects" is the c...
- Fri May 17, 2019 3:59 pm
- Forum: Other Retro Dev
- Topic: Which Genesis emulator in 2019? (SpritesMind was down)
- Replies: 13
- Views: 18519
Re: Which Genesis emulator in 2019? (SpritesMind was down)
Tepples, I may be late to the game, but I wanted to go through the instructional process of getting the megadrive booting and doing things without relying on the SGDK libs, even though they are pretty fleshed out and good these days. I captured my efforts here, alongside some utility code. In a smal...
- Fri May 17, 2019 3:43 pm
- Forum: Homebrew Projects
- Topic: Gimmick! exAct * mix
- Replies: 39
- Views: 60841
Re: Gimmick! exAct * mix
I'm taking a break from tearing out what little hair I have while working on graphics, and am focusing on some more technical aspects. One little irksome behavior that Gimmick does is that it takes advantage of the 256px screen width when having objects push or pull other objects. While acceleration...
- Fri May 17, 2019 3:39 pm
- Forum: NESdev
- Topic: Why not read controllers in NMI?
- Replies: 50
- Views: 58430
Re: Why not read controllers in NMI?
Street Fighter II reads inputs at the start of the game's polling loop. This is troublesome for emulator authors who don't update the virtual inputs frequently. If the game has a "turbo" setting on, it means that the number of game ticks that run per visual frame can vary, and with that, t...
- Fri May 17, 2019 12:45 pm
- Forum: General Stuff
- Topic: Nintendo cease&desist on a C64 port of Super Mario Bross
- Replies: 31
- Views: 33559
Re: Nintendo cease&desist on a C64 port of Super Mario Bross
They should have changed the graphics, music, sound effects and levels to make it more original Then the internet wouldn't care about it. This - many talented people can create a mario-esque game, but having this one actually be a faithful port of the original game (within limits) is the (imo) more...
- Fri May 17, 2019 12:28 pm
- Forum: NESdev
- Topic: Why not read controllers in NMI?
- Replies: 50
- Views: 58430
Re: Why not read controllers in NMI?
I read the controller inputs immediately at the start of vblank in my megadrive framework . I have not had problems with this design. I don't know about the Mega Drive, but on the NES, where vblank time is at a premium, wasting part of it on a task that could literally be performed at any other tim...
- Fri May 17, 2019 11:21 am
- Forum: NESdev
- Topic: Why not read controllers in NMI?
- Replies: 50
- Views: 58430
Re: Why not read controllers in NMI?
Without getting into why games that require you to tap at inhuman speeds might have problems (there's no room for debate, that kind of design sucks) I will say that I read the controller inputs immediately at the start of vblank in my megadrive framework. I have not had problems with this design.
- Mon Apr 01, 2019 10:00 am
- Forum: Homebrew Projects
- Topic: Gimmick! exAct * mix
- Replies: 39
- Views: 60841
Re: Gimmick! exAct * mix
okay guys, here's the new art style in action
https://www.youtube.com/watch?v=RMpNAMPF4mA
changed the gameplay a bit too
https://www.youtube.com/watch?v=RMpNAMPF4mA
changed the gameplay a bit too
- Wed Mar 20, 2019 5:51 pm
- Forum: NES Hardware and Flash Equipment
- Topic: GBA SP charging problem "solved"
- Replies: 2
- Views: 6438
Re: GBA SP charging problem "solved"
Are you sure the port itself doesn't simply need a reflow?
- Wed Mar 20, 2019 10:00 am
- Forum: Homebrew Projects
- Topic: Gimmick! exAct * mix
- Replies: 39
- Views: 60841
Re: Gimmick! exAct * mix
Well, I don't think I'm going to be able to post something like that any time soon, but I think the change will be for the better.
About music, though, I will see.
About music, though, I will see.
- Thu Mar 07, 2019 4:32 pm
- Forum: Homebrew Projects
- Topic: Gimmick! exAct * mix
- Replies: 39
- Views: 60841
Re: Gimmick! exAct * mix
I am considering taking the graphics in a bit of a different direction. I am going to ask if it is okay to share potential concepts that aren't confirmed for the game.