Search found 1751 matches

by Pokun
Thu Mar 04, 2021 2:20 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

The nes game I'm porting, uses F8 for the sprites Y position to hide it off screen. And the leftmost masking the NES has, you're saying I can replicate that feature on the SNES? Since sprites are 8x8 dot, it doesn't sound like hiding sprites with Y=$F8 is a problem. Only if they are 8x16 like in Ze...
by Pokun
Wed Mar 03, 2021 2:19 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

By "bleeding off the edge" I just meant partly clipping the sprite, not that it shows up on the other side. Oh right, if you are porting a NES game and want it to have the same resolution, you would need to use a Window anyway for the leftmost masking feature for both background and sprites. So I gu...
by Pokun
Wed Mar 03, 2021 7:30 am
Forum: NESdev
Topic: FDS header date fields
Replies: 3
Views: 145

Re: FDS header date fields

The disk labels on the master disks in Nintendo's archive has some numbers that are supposedly the game version and disk version numbers. They seems to match the game version and "price" fields for their corresponding games. I guess the controller test disk from 2019 you mentioned is the one I made ...
by Pokun
Wed Mar 03, 2021 6:29 am
Forum: NESdev
Topic: Assembly Source Code Examples: Good Practices?
Replies: 2
Views: 145

Re: Assembly Source Code Examples: Good Practices?

If you already understand some assembly I recommend looking at Rainwarrior's and Tepple's NROM examples.

The Nerdy Nights audio tutorial is also a good next step after you've learned the basics. It teaches some basic graphics as well as sound.
by Pokun
Wed Mar 03, 2021 6:21 am
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

Yeah I know, though you still might need the high table for the first 64 sprites, for bleeding off sprites on the left edge, so it could be more than 256 byte. Unless the Window can mask sprites?
by Pokun
Tue Mar 02, 2021 2:01 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

Why did you need to put the OAM buffer at page $08 instead of at page $02 in the first place? $0200 should be fine, it's just that OAM is 544 byte instead of 256 like on the NES, so you need more than 2 pages to store it all. I don't know what's common in SNES games, but I use $0100 to $031F for my ...
by Pokun
Tue Mar 02, 2021 12:15 pm
Forum: NESdev
Topic: Published first game - what next?
Replies: 15
Views: 2671

Re: Published first game - what next?

Joy Mecha Fight is certainly no SFII, but it's quite unique as it's a licensed game, properly in the VS Fighting genre for the Famicom. It's a very late Famicom game (1993) and SFII had of course already popularized the genre two years earlier. Although it's kind of like a techdemo with floating bod...
by Pokun
Wed Feb 24, 2021 5:43 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

To clear things up: $2100.7 is the forced blanking flag on the SNES. Setting this bit to 1 is the equivalent to clearing both $2001.3 and $2001.4 on the NES (which enables forced blanking on the NES). In other words, enabling forced blanking turns rendering off so you can do large screen updates. Th...
by Pokun
Wed Feb 24, 2021 5:04 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 3181

Re: Errors with INIDISP

But the transfer seems to take? The BG tile is rewritten successfully, highlight and all, and the sprite data as shown on subsequent lines isn't corrupted? Yes the transfer seems to take place. The line before the glitch line has the second type of tile (the blue one) in the background layer, and i...
by Pokun
Mon Feb 22, 2021 2:49 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 3181

Re: Errors with INIDISP

Tested it on my 1CHIP I mentioned earlier (non-Jr) in the thread using the SD2SNES. The glitch seems to be the same as you describe. The line after the modified line shows a glitch line on the sprite layer, and it goes away when I turn off sprites with the R-button but not with the L-button like exp...
by Pokun
Mon Feb 22, 2021 2:13 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 54
Views: 2000

Re: Need guidance with nes to snes.

#4: Show Sprites Leftmost 8 Pixels "NOT USED?" #2: Show BG Leftmost 8 Pixels "NOT USED?" #1: Greyscale "NOT USED?" 4#: Sprite 0 Hit "NOT USED?" 2#: Sprite Overflow "NOT USED?" The leftmost 8 pixels are always shown for sprites on the SNES. The SNES solves the problem that sprites can't be partly di...
by Pokun
Mon Feb 22, 2021 12:46 pm
Forum: NESdev
Topic: A Guide to Porting NES Games to the Vs. Arcade System
Replies: 4
Views: 692

Re: A Guide to Porting NES Games to the Vs. Arcade System

Yes, and that means you can insert coins in some VS System games that uses the Service Button by blowing into the microphone. I've tried VS Super Mario Bros with my Everdrive, and it's playable this way. Of course the palette is wrong with this game on the Famicom's NTSC PPU.
by Pokun
Fri Feb 19, 2021 3:42 am
Forum: NESdev
Topic: A Guide to Porting NES Games to the Vs. Arcade System
Replies: 4
Views: 692

Re: A Guide to Porting NES Games to the Vs. Arcade System

Thank you for this guide. I've always wanted to try this sometime. I don't have a VS System, but it can at least still be somewhat tested on a Famicom with a microphone.
by Pokun
Thu Feb 18, 2021 7:11 am
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 1742

Re: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?

Sadistic designers aside, it's very easy to make your game too hard. As Doug said, you playtest your games 1000x times and gets really good at your own game as a result, for not mentioning that you know all the tricks and secrets you put in there. My own games always turns out too hard. I can see th...
by Pokun
Thu Feb 18, 2021 6:37 am
Forum: NESdev
Topic: How to organize code? ("good code")
Replies: 12
Views: 934

Re: How to organize code? ("good code")

1. I have 2 code parts from the complete codes. These parts have nearly the same content, but in different order. In the first is INX and in the second is bit $2002. What does bit $2002 mean? And if I call INX for the first time it is 0? Is the order important? I ask just to be clear. 2. This "RESE...