Search found 139 matches
- Sun Apr 18, 2021 8:51 am
- Forum: phpBB Issues
- Topic: I'm disabling things in Firefox to troubleshoot blocking
- Replies: 24
- Views: 18876
Re: I'm disabling things in Firefox to troubleshoot blocking
one workaround is to use Google Chrome for nesdev.com and other sites hosted by WhoaMan and Firefox for all other websites. One already has to do this for Skype and for video chat on Discord, for example. That's disappointing if this site joins the growing number of "don't give a fuck about browser...
- Mon Mar 01, 2021 11:53 pm
- Forum: 2020 NESdev Competition
- Topic: Witch n' Wiz - Puzzle Platformer [1st Runner-Up]
- Replies: 37
- Views: 18756
Re: Witch n' Wiz - Puzzle Platformer [COMPLETE]
Fun! I enjoyed completing the game and finding the sound test.
Minor graphical glitch: On the second page of the power-on credits, the hyphen and 8 in "PICO-8" are black.
(I was able to change .NES file offset F152 to value 25 to fix.)
Minor graphical glitch: On the second page of the power-on credits, the hyphen and 8 in "PICO-8" are black.
(I was able to change .NES file offset F152 to value 25 to fix.)
- Thu Feb 18, 2021 3:27 pm
- Forum: Other Retro Dev
- Topic: Video Game Consoles with games stored in single-sided cards
- Replies: 16
- Views: 7637
Re: Video Game Consoles with games stored in single-sided cards
By the way, previous discussions wondering about double-ended NES/Famicom carts happened in threads below. Both times user Fisher mentioned a brand called Hydron that actually made carts like this. The 2019 post has a link to a blog post (in Portuguese). The 2018 post includes an attached picture (u...
- Sun Jan 17, 2021 1:49 pm
- Forum: Homebrew Projects
- Topic: Animated Optical Illusions
- Replies: 4
- Views: 3014
Re: Animated Optical Illusions
Previously, in August 2014: Vertical Line Animation Illusion
Internet Archive Wayback Machine versions of items no longer available:
IllusionTest.nes
NESIllusionTest.png
Internet Archive Wayback Machine versions of items no longer available:
IllusionTest.nes
NESIllusionTest.png
- Wed Dec 16, 2020 7:34 pm
- Forum: Newbie Help Center
- Topic: Who wants to disassemble EarthBound Zero?
- Replies: 12
- Views: 4816
Re: Who wants to disassemble EarthBound Zero?
CDLs from FCEUX lack any type of information as to what banks are mapped into CPU address space In FCEUX 2.2.3 for Windows, the help file page Debug -> Code/Data Logger says CDL files contain some information about the bank, if I understand correctly?: CDL files are just a mask of the ROM; that is,...
- Sat Dec 12, 2020 2:33 pm
- Forum: NESdev
- Topic: Saw this NES Raycaster on twitter
- Replies: 1
- Views: 2897
- Sat Nov 14, 2020 9:25 am
- Forum: NES Music
- Topic: I finally got a way to fix the triangle channel bug in Ufouria!
- Replies: 16
- Views: 8984
Re: I finally got a way to fix the triangle channel bug in Ufouria!
I looked at the data for Ufouria and found a way to fix the triangle channel bug. I made an FCEUX cheat to fix this bug: 0087?00:17 I like Ufouria! Could you tell us more how you found the cheat? (Did you find out what address 0087 controls? Did you find any documentation about the Ufouria or Heber...
- Sun Nov 08, 2020 9:25 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Hori Game Repeater
- Replies: 8
- Views: 4732
Re: Hori Game Repeater
1. Thanks for thinking about capturing some RAM contents. The only way of reading the memory content that comes to my mind is [...] Replace the SRAM with socket and make [something to plug into the socket...] Is it possible to connect the logic analyzer to the 8 data lines and the enable line of the...
- Sat Nov 07, 2020 8:12 am
- Forum: NES Hardware and Flash Equipment
- Topic: Hori Game Repeater
- Replies: 8
- Views: 4732
Re: Hori Game Repeater
krzysiobal, thank you for providing your logic analyzer dump! I had fun looking at it. Here's my analysis: hori-game-repeater-example.zip Here are some things I noticed: In the recorder signal, the 3rd and 4th bytes of the 4-byte header appear to indicate the last address used in memory for the reco...
- Thu Nov 05, 2020 1:48 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Hori Game Repeater
- Replies: 8
- Views: 4732
Re: Hori Game Repeater
I don't know Japanese, but I used Yandex Translate Image to OCR and Google Translate to do a translation of the side of the box with notes on it and sections 3 and 4 of the manual. I manually picked some characters from Windows Character Map to get some symbols and to correct a few of the OCR mistak...
- Sun Oct 11, 2020 2:04 pm
- Forum: Web Issues
- Topic: Sometimes can't access nesdev.com
- Replies: 9
- Views: 8932
Re: Sometimes can't access nesdev.com
It's explained more in depth in the linked thread, but RCWN completely subverts the browser's cache by re-requesting all content, on the off chance that re-receiving it from the server is faster than retrieving it from the cache. Nesdev is likely seeing this as a DOS attempt (multiple repeated requ...
- Fri Oct 09, 2020 2:20 pm
- Forum: NESdev
- Topic: Question about Zelda 2 sprites
- Replies: 9
- Views: 3377
Re: Question about Zelda 2 sprites
I tested the values by using the freeze function in Mesen's memory viewer to set the values I wanted, then I pressed the "frame advance" keyboard key 16 times to observe the effect. Glancing at the code, my initial guess is that the stuff that gets stored at $3D6+X is used as a sub-pixel counter. If...
- Fri Oct 09, 2020 1:41 pm
- Forum: NESdev
- Topic: Question about Zelda 2 sprites
- Replies: 9
- Views: 3377
Re: Question about Zelda 2 sprites
the speed is only a 4 bit value stored in the high nybble of $70-$75. The value is not signed I would describe the value as being an 8-bit signed value, but it represents the speed in sixteenths of a pixel per frame, that is: hex 10: right one pixel per frame. hex 01: right one pixel every 16 frame...
- Wed Oct 07, 2020 7:52 am
- Forum: Newbie Help Center
- Topic: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?
- Replies: 25
- Views: 10347
Re: Would it be possible to mod a NES to have that "Allow more than 8 sprites per scanline" feature from emulators?
What games use that? I’m kinda curious to see how it looks. Nesdev Wiki Sprite overflow games - Use of excess sprites for masking effects Can you make another LUA (for Mesen) specifically for detecting masking effects? [...] To give an idea on how to code this script, looking into the Mesen code be...
- Thu Sep 17, 2020 11:21 pm
- Forum: SNESdev
- Topic: Mario Paint (Music Maker) REing
- Replies: 8
- Views: 6643
Re: Mario Paint (Music Maker) REing
I investigated Mario Paint's tempo and found out the following: address: $7E0C28 length: 2 bytes type: unsigned 2-byte little endian integer description: position of the tempo slider in quarter pixels, valid values are 0 to 159. The 0 position is when you drag the slider all the way to the left. Eac...