Search found 13 matches
- Fri Dec 21, 2018 2:38 pm
- Forum: NES Hardware and Flash Equipment
- Topic: VirtualBoy with factory original finger cot?
- Replies: 4
- Views: 5267
Re: VirtualBoy with factory original finger cot?
The finger cot is covering a connector, but I don't think it's for insulation. There's an insulating piece of plastic under the cot, so that's all taken care of. Given how symmetrical the design is, you'd expect there to be one at the other side as well if that was the case. I don't think it's glued...
- Fri Dec 21, 2018 1:56 pm
- Forum: NES Hardware and Flash Equipment
- Topic: VirtualBoy with factory original finger cot?
- Replies: 4
- Views: 5267
VirtualBoy with factory original finger cot?
So I was taking apart my VirtualBoy to see if I cannot fix a problem with it, and to my surprise I found this stuck beneath the servo PCB. The device itself appears for all intents and purposes to never have been fully disassembled (you know that classic feel of a screw that hasn't been undone for 2...
- Fri Oct 05, 2018 1:03 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Famicom Disk System power board schematic
- Replies: 3
- Views: 6719
Famicom Disk System power board schematic
In case anyone finds it useful, I've made a schematic for the FMD POWER-05 power board. Please excuse the crudity of the schematic, I'm not very good with electronics or making schematics. Any feedback would be appreciated, as I'm currently working on a schematic for the Mitsumi driver board as well...
- Sun Nov 29, 2015 8:20 am
- Forum: Newbie Help Center
- Topic: Clarification of verbiage on wiki (processor status related)
- Replies: 7
- Views: 3399
Re: Clarification of verbiage on wiki (processor status rela
GetOverflow implementation: function getOverflow() { return (~(overflow2 ^ overflow1)) & (overflow2 ^ overflow3) & 0x80; } In the instructions that modify the overflow flag, I simply store the two operands and the result of the instruction into overflow1-3, so that I can calculate the flag l...
- Fri Nov 27, 2015 9:39 am
- Forum: Newbie Help Center
- Topic: Clarification of verbiage on wiki (processor status related)
- Replies: 7
- Views: 3399
Re: Clarification of verbiage on wiki (processor status rela
I'm currently modeling all 8 status flags as boolean values that get packed/unpacked on request, but I'm now considering removing the bit 4 and 5 boolean modeling alltogether. Can you think of a reason why this would be problematic? In my emulators (writing 6502 cores in various languages is a hobb...
- Fri Nov 27, 2015 4:51 am
- Forum: Newbie Help Center
- Topic: Clarification of verbiage on wiki (processor status related)
- Replies: 7
- Views: 3399
Re: Clarification of verbiage on wiki (processor status rela
I'm confused because to me ignore doesn't meant set or unset, and it seems to me that the two sentences disagree with one another. The first sentence seems to be saying to set bit 4, the second is saying to ignore bit 4. Bit 4 and 5 are imaginary; They don't actually exist in the CPU. They only get...
- Sat Nov 14, 2015 7:07 am
- Forum: General Stuff
- Topic: Looking for CRT NTSC filter program
- Replies: 15
- Views: 5463
Re: Looking for CRT NTSC filter program
You can always try Visual Studio Express, which is free and up-to-date.
- Sat Nov 14, 2015 4:13 am
- Forum: General Stuff
- Topic: Looking for CRT NTSC filter program
- Replies: 15
- Views: 5463
Re: Looking for CRT NTSC filter program
This certainly sounds like a problem with your setup. Compiling the demo with GCC is done as follows: gcc demo.c nes_ntsc.c -lm `sdl-config --cflags --libs` -o demo While the benchmark is compiled like so: gcc benchmark.c nes_ntsc.c -lm -o demo Like rainwarror said, demo.c and benchmark.c are not me...
- Mon Nov 09, 2015 11:43 am
- Forum: General Stuff
- Topic: Sony/Nintendo Playstation Prototype
- Replies: 33
- Views: 13508
Re: Sony/Nintendo Playstation Prototype
I still belive this video is a fake. Do you really think someone would recreate a full SNES PCB, add some IC, a cd-rom, create a case, a new cartridge, ask for endgadget to test it , just for a hoax ? Do you really think engadget's journalist is a liar ? I think even with the console in your hands,...
- Tue Oct 20, 2015 11:27 am
- Forum: NESemdev
- Topic: Embedding a ROM in an emulator
- Replies: 13
- Views: 8538
Re: Embedding a ROM in an emulator
If the game will be released on a cartridge, why bother trying to scramble or encrypt the copy bundled with the emulator? You can't stop someone from dumping the cartridge. While this certainty is true, you don't have to make it so easy to extract that anyone with a hex editor can do it (There are ...
- Mon Oct 19, 2015 9:39 am
- Forum: NESemdev
- Topic: Embedding a ROM in an emulator
- Replies: 13
- Views: 8538
Re: Embedding a ROM in an emulator
Scramble opcodes in your game, and also the emulator. Maybe give it an iNES header that is invalid, knowingly substituting correct mapper behavior later. Change the addresses used to interact with the PPU. Make it run on a "screwed up NES!" I had a similar idea for a project I did a while...
- Sun May 03, 2015 12:53 pm
- Forum: NESdev
- Topic: iNES and NES 2.0 header generation for asm6
- Replies: 2
- Views: 2099
Re: iNES and NES 2.0 header generation for asm6
Whooops, you're right. It's just the example that's wrong, though, but I've corrected it.
- Sun May 03, 2015 3:16 am
- Forum: NESdev
- Topic: iNES and NES 2.0 header generation for asm6
- Replies: 2
- Views: 2099
iNES and NES 2.0 header generation for asm6
When I first started, I liked NESASM, because it could generate the header for me, but I quickly switched to asm6. It's just a much better assembler. I did however get fed up with making the iNES/NES 2.0 headers by hand, so I wrote this little helper file a few years back. It might be useful to some...