Search found 929 matches

by zeroone
Tue Nov 12, 2019 9:22 am
Forum: NESemdev
Topic: Can anyone help me figure out what game this is?
Replies: 8
Views: 2092

Re: Can anyone help me figure out what game this is?

What is the point of this type of spam? Is this some way to acquire user names or something?
by zeroone
Tue Oct 01, 2019 8:49 am
Forum: NESemdev
Topic: NES palette colors -- notable games list?
Replies: 11
Views: 5594

Re: NES palette colors -- notable games list?

What exactly are you trying to achieve?
by zeroone
Wed Aug 28, 2019 7:31 am
Forum: NESemdev
Topic: Ice Climber in my Emulator wants to write to CHR ROM?
Replies: 7
Views: 4123

Re: Ice Climber in my Emulator wants to write to CHR ROM?

Hello, So I have been making some progress with my emulator and managed to have visual output with my PPU. Donkey kong main screen renders fine. Tests are also able to print to the screen fine. So another game I tried to render the main screen of was Ice Climber. The text renders fine, but the big ...
by zeroone
Tue Aug 27, 2019 12:31 pm
Forum: NESdev
Topic: Tetris disassembly, Mod framework, Lua unit testing
Replies: 9
Views: 5712

Re: Tetris disassembly, Mod framework, Lua unit testing

This version is probably not as useful for the AI play since it only lets you select 5 different heights (like in Type B), but it is nice for normal gameplay. If you wanted it to be able to choose any height, you could use an approach like I did in my playerid hack (which is part of taus for techni...
by zeroone
Mon Aug 26, 2019 7:08 am
Forum: NESdev
Topic: Tetris disassembly, Mod framework, Lua unit testing
Replies: 9
Views: 5712

Re: Tetris disassembly, Mod framework, Lua unit testing

I tracked things down more. The reason your change broke the timing is because spawning the next tetrimino ($988E) waits until copyPlayfieldRowToVRAM ($9725) has copied all playfield rows (based on vramRow). Since only 4 rows are copied per frame, decreasing the total number of rows will decrease t...
by zeroone
Wed Aug 21, 2019 6:20 am
Forum: NESdev
Topic: [Help] My guess the number game one-liners in Family BASIC
Replies: 8
Views: 4507

Re: [Help] My guess the number game one-liners in Family BAS

Cool program. I collected all the apples :)
by zeroone
Tue Aug 20, 2019 1:08 pm
Forum: NESdev
Topic: 8bitworkshop - online IDE now supports NES
Replies: 19
Views: 12283

Re: 8bitworkshop - online IDE now supports NES

That looks really impressive. Is it really possible to develop a game in C? What about the function call stack frame performance hits, etc.? How do you break a C program up into swappable banks? I guess I'm really asking, is this a toy or can you really do something with this?
by zeroone
Tue Aug 20, 2019 9:48 am
Forum: NESdev
Topic: Tetris disassembly, Mod framework, Lua unit testing
Replies: 9
Views: 5712

Re: Tetris disassembly, Mod framework, Lua unit testing

I made a hacky hack Thanks for the IPS. I made a very similar hacked version and I even used the same curtain tile to fill in the lower space. But, as mentioned, my changes broke the timing. There is a loop that copies the playfield to VRAM. I alterated that loop to only copy of the upper region, w...
by zeroone
Tue Aug 20, 2019 6:36 am
Forum: NESdev
Topic: [Help] My guess the number game one-liners in Family BASIC
Replies: 8
Views: 4507

Re: [Help] My guess the number game one-liners in Family BAS

Why only 1 line? I'm challenging myself to make those two guess the number one-liners in as little code in Family BASIC as possible. I was kind of hoping that someone was running a Family BASIC contest or code golf. 1-line challenges in a multitude of languages have been around for ages. And the pr...
by zeroone
Mon Aug 19, 2019 1:27 pm
Forum: NESdev
Topic: Tetris disassembly, Mod framework, Lua unit testing
Replies: 9
Views: 5712

Re: Tetris disassembly, Mod framework, Lua unit testing

That decoding looks really useful. By coincidence, over the weekend, I posted this . I think there's 2 snippets of code in there you can reference in your table if it's currently missing. Regarding your unit tests, if you prefer C, C++, C#, Java, Julia, or Python over Lua, give Nintaco a try. I don'...
by zeroone
Wed Jul 31, 2019 7:06 am
Forum: NESemdev
Topic: NES Emulator that logs?
Replies: 10
Views: 6812

Re: NES Emulator that logs?

Also, do you maybe know how to make a log that starts at the beginning of the program, instead of the middle of the program execution? This is one way: Load the game (File | Open...) Pause the game (Machine | Pause) Reset the game (Machine | Reset) ← nothing will happen since it's paused Start the ...
by zeroone
Tue Jul 30, 2019 2:11 pm
Forum: NESemdev
Topic: NES Emulator that logs?
Replies: 10
Views: 6812

Re: NES Emulator that logs?

timl132 wrote:Is it possible though to adjust the whitespacing in the log? Because every line in the log consists of 80% whitespace, meaning it takes up a lot more storage.
That's odd. I don't recall that. Can you provide a few samples lines?
by zeroone
Tue Jul 30, 2019 1:32 pm
Forum: NESemdev
Topic: NES Emulator that logs?
Replies: 10
Views: 6812

Re: NES Emulator that logs?

timl132 wrote: So I need another NES emulator that is able to pass the tests correctly that can generate a text log for me to load into my program and compare.
Does anyone know such emulator?
Also, any advice on my errors is apreciated. ;)
How about Nintaco?

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