Search found 42 matches

by LightStruk
Fri Jun 21, 2019 10:41 am
Forum: NESemdev
Topic: Catalina Wine Killer. Is 64-bit FCEUX for Windows possible?
Replies: 19
Views: 21170

Re: Catalina Wine Killer. Is 64-bit FCEUX for Windows possib

Maybe I'm missing something, because I'm wondering why MacOS ever would have offered 32bit application support. I thought Apple switched to Intel in 2006, in which case all of their processors would have been x86-64? Several early Intel Macs were 32-bit only . First-generation Intel Core Solo and C...
by LightStruk
Mon Jun 10, 2019 10:18 am
Forum: General Stuff
Topic: Sam's Journey NES Video
Replies: 5
Views: 6059

Re: Sam's Journey NES Video

The graphics look great! Like, professional, late-in-the-NES-lifecycle great, in the same echelon as Kirby's Adventure. I love the sword slashing animation. Hard to be certain just watching the video, but the controls look smooth too. If I were to offer constructive criticism on one thing - I don't ...
by LightStruk
Sat Jun 01, 2019 6:32 pm
Forum: NESemdev
Topic: 8x16 sprite glitching in Mapper 69 (Sunsoft 5B / FME-7)
Replies: 2
Views: 5580

Re: 8x16 sprite glitching in Mapper 69 (Sunsoft 5B / FME-7)

At your suggestion, I just spot-checked some of the bank assignments in the sprite viewer and PPU viewer in Mesen, including (I think) during the frame that glitches in my emulator, and they agree with my emulator. It wasn't exhaustive; I may still have missed something. The glitches either diminish...
by LightStruk
Fri May 31, 2019 11:18 am
Forum: NESemdev
Topic: 8x16 sprite glitching in Mapper 69 (Sunsoft 5B / FME-7)
Replies: 2
Views: 5580

8x16 sprite glitching in Mapper 69 (Sunsoft 5B / FME-7)

I added mapper 69 and all of its Sunsoft goodness to my emulator over the last couple of days; now it plays Gimmick! beautifully. I'm encountering a very strange bug in two other mapper 69 titles: Batman - Return of the Joker (U) and Gremlins 2: Shinshu Tanjou (J). If you make Batman or Gizmo stand ...
by LightStruk
Fri May 31, 2019 6:59 am
Forum: NES Music
Topic: NES audio extraction - commission work
Replies: 14
Views: 11104

Re: NES audio extraction - commission work

A critical difference between a "modern accurate emulator" versus a hardware recreation is that systems using the latter can interact with the circuitry in cartridges and controllers in real time. If someone makes a cart with a new mapper, vintage consoles or hardware recreations will "just work", ...
by LightStruk
Thu May 30, 2019 8:39 am
Forum: NES Music
Topic: NES audio extraction - commission work
Replies: 14
Views: 11104

Re: NES audio extraction - commission work

Hello! I am looking for someone to extract NES/Famicom soundtracks directly from the original hardware and into WAV or FLAC files. It would need to be from a modded NES with the 100% digital output audio. More or less, I am looking for the cleanest noise free soundtracks, pulled from original hardw...
by LightStruk
Thu Jan 03, 2019 2:30 pm
Forum: NESdev
Topic: Demo. Fzero like game on NES.
Replies: 43
Views: 15990

Re: Demo. Fzero like game on NES.

I think this is terrific. The deformed road technique is not perspective correct, while your technique can be. You said you wanted 1985 technology, but if you're willing to upgrade to 1989 technology, you can use a mapper with a good scanline counter, like MMC3 or MMC5. That way, you can start VBLAN...
by LightStruk
Sun Dec 09, 2018 1:22 pm
Forum: NESemdev
Topic: PRG-RAM power-up state - NINA-001 / Impossible Mission 2
Replies: 4
Views: 6151

Re: PRG-RAM power-up state - NINA-001 / Impossible Mission 2

If the walkthrough on GameFAQs is to be believed, then we can deduce that Impossible Mission 2 relies on PRG-RAM being somewhat random on initialization: You begin the game on an elevator on a random tower. This game is completely random, and I will do my best to offer my solutions to each room as I...
by LightStruk
Sat Dec 08, 2018 8:32 pm
Forum: NESemdev
Topic: PRG-RAM power-up state - NINA-001 / Impossible Mission 2
Replies: 4
Views: 6151

PRG-RAM power-up state - NINA-001 / Impossible Mission 2

Is anyone familiar with the behavior of Impossible Mission 2 on real hardware? I just wrote a NINA-001 implementation for my emulator, and while testing the only NINA-001 game, I noticed that the starting map was different in my emulator compared to Nintendulator and puNES, but I don't know which be...
by LightStruk
Thu Nov 01, 2018 8:47 am
Forum: NES Hardware and Flash Equipment
Topic: Is there a way to mod the NES to somehow support CDS?
Replies: 41
Views: 18807

Re: Is there a way to mod the NES to somehow support CDS?

A NES CD-ROM drive would need all of the things that the Famicom Disk System needs. A cartridge containing a BIOS for the NES CPU to talk to and to connect the drive to the console. The FDS BIOS initializes the drive and contains all of the routines games use to read/write disks, and a CD drive woul...
by LightStruk
Mon Oct 29, 2018 7:36 am
Forum: NES Hardware and Flash Equipment
Topic: MMC5 Hacking Adventures
Replies: 339
Views: 154990

Re: MMC5 Hacking Adventures

Ben Boldt wrote:Why go so far as to add a big expensive DAC that has basically no advantage over the one built-in to the NES's CPU?
It's got one major advantage - the MMC5 PCM channel is 8 bits, whereas the 2A03 DPCM channel is 7 bits. Right?
by LightStruk
Thu Oct 25, 2018 9:41 am
Forum: General Stuff
Topic: Follow up of nes games that never occured
Replies: 67
Views: 23788

Re: Follow up of nes games that never occured

"Zelda III" would of course have the classic game style again since part 2 was a freak among "Zelda" games. Every 2D "Zelda" is top-down, so obviously this hypothetical sequel would be as well. Crystalis is Zelda 3 (NES) to me. It's also one of the very best games on NES, and still so many people h...
by LightStruk
Wed Oct 24, 2018 7:20 am
Forum: NES Hardware and Flash Equipment
Topic: MMC5 Hacking Adventures
Replies: 339
Views: 154990

Re: MMC5 Hacking Adventures

I don't need to stay with my current design -- I am open to ideas. I wish I had a 100 pin, 5 Volt microcontroller and skip these stupid IO expanders, they are so slow. It's not 100 pins, but the Arduino Mega 2560 rev 3 has 54 I/Os at 5V. (The ATmega2560 chip it uses has 86 I/Os, but the Arduino is ...
by LightStruk
Sun Sep 09, 2018 1:28 pm
Forum: General Stuff
Topic: C(++) and binary data annoyance
Replies: 15
Views: 6986

Re: C(++) and binary data annoyance

Why do you have to swap the bits with different endians? Shouldn't you only be swapping the bytes? I think the compiler developers could have decided to keep bit-order within bytes the same between little and big endian code, but they decided instead to make the bit-order behave like the byte-order...
by LightStruk
Sat Sep 08, 2018 6:57 pm
Forum: General Stuff
Topic: C(++) and binary data annoyance
Replies: 15
Views: 6986

Re: C(++) and binary data annoyance

I use bitfields all over the place in my emulator, in a way very similar to yours. I use them in the core CPU and PPU emulation, I use them in mapper registers, I use them in iNES and FDS header parsers. That advice about non-portable or compiler-specific behavior? Yeah, the standard might say that,...