Search found 492 matches

by nesrocks
Tue Jun 08, 2021 8:29 am
Forum: NESdev
Topic: Problem with palette discoloration when PPU is turned off during rendering.
Replies: 15
Views: 1727

Re: Problem with palette discoloration when PPU is turned off during rendering.

Does the discoloration happen in emulators too (if yes, which ones?) or just on real hardware?
by nesrocks
Thu May 20, 2021 11:02 am
Forum: NESdev
Topic: CHR swap in finer than 1k chunks?
Replies: 13
Views: 2436

Re: CHR swap in finer than 1k chunks?

If there's no existing mapper, that's not a huge problem. Planning to sell a few hundred copies? Ask the board makers for a customized mmc3/whatever, adding CHR granularity is a small change that won't double the board cost. Sharing a rom? Then you only need to modify an emulator. Creating a new ma...
by nesrocks
Thu May 20, 2021 9:07 am
Forum: NESdev
Topic: CHR swap in finer than 1k chunks?
Replies: 13
Views: 2436

Re: CHR swap in finer than 1k chunks?

The usual way of handling this would be to ensure that all of the graphics for a single enemy are in the same bank, have a single bank cover multiple different enemy types if possible, and design the game such that you never have more types of enemies than can be represented with the banks you have...
by nesrocks
Thu May 20, 2021 8:44 am
Forum: NESdev
Topic: CHR swap in finer than 1k chunks?
Replies: 13
Views: 2436

Re: CHR swap in finer than 1k chunks?

According to this page only 10 8x8 tiles per frame can be updated using CHR-RAM (NTSC). I'm using 8x16 mode. https://cppchriscpp.github.io/nes-starter-kit//guide/section_5/chr_ram.html So I guess it wouldn't fix the problem. Maybe downgrading the fps to 30 would allow for enough tiles to be updated,...
by nesrocks
Thu May 20, 2021 7:44 am
Forum: NESdev
Topic: CHR swap in finer than 1k chunks?
Replies: 13
Views: 2436

CHR swap in finer than 1k chunks?

Is there a mapper that allows CHR swap in finer than 1k chunks? Preferably swapping in 256b chunks, but 512 would be of good help already. context: https://twitter.com/bitinkstudios/status/1395383509259276291 That would allow each player and enemy on the screen to have its own chr strip, making the ...
by nesrocks
Mon May 17, 2021 4:41 am
Forum: Newbie Help Center
Topic: memory and object patterns?
Replies: 5
Views: 2322

Re: memory and object patterns?

Exactly what calima said! I've settled with a static list. When iterating through it the logic checks every slot. I don't care about keeping it packed or having other helper variables. Reasoning: when the screen is full of enemies it has to go through every item anyway. So when it isn't full of enem...
by nesrocks
Sat May 01, 2021 9:47 am
Forum: General Stuff
Topic: Zelda II - The Adventure of Link... SUCKED
Replies: 30
Views: 12106

Re: Zelda II - The Adventure of Link... SUCKED

How much of the hatred towards zelda 2 is the same as the hatred towards street fighter 2010? People expecting a genre and being given another? I never cared about that expectation so I could appreciate the games for what they were: truly great.
by nesrocks
Wed Apr 28, 2021 10:16 am
Forum: General Stuff
Topic: Zelda II - The Adventure of Link... SUCKED
Replies: 30
Views: 12106

Re: Zelda II - The Adventure of Link... SUCKED

You're wrong, all Zelda games suck, except Zelda II. It's literally the only fun one.

If you want to play a top-down zelda game play link's awekening, but I don't see a reason to replay it. All other Zelda games are boooooring.
by nesrocks
Wed Apr 28, 2021 10:06 am
Forum: NES Graphics
Topic: Need help for graphics?
Replies: 19
Views: 11076

Re: Need help for graphics?

As 3 "cores" no yy-chr editam a referência da cor da paleta que o pixel vai pegar. A paleta usada no jogo em si não tem nada a ver com essas cores. No jogo você precisa dar uma lida sobre como editar paletas e identificar na ROM onde estão as sequências de bytes que correspondem à paleta carregada n...
by nesrocks
Wed Apr 28, 2021 6:07 am
Forum: NES Graphics
Topic: Need help for graphics?
Replies: 19
Views: 11076

Re: Need help for graphics?

Seems like he's a fellow brazilian. Fala em português aí!
by nesrocks
Mon Apr 19, 2021 1:30 pm
Forum: General Stuff
Topic: Loss of interest for computer scinence, anyone else ?
Replies: 40
Views: 20066

Re: Loss of interest for computer scinence, anyone else ?

And do you think it's fair that during most of your life you're generating money for someone else I never understood this mentality. It isn't slavery. You choose to trade time for money. You can quit the job and find another. You can hire someone else to work for you (if it's so good to be the boss...
by nesrocks
Sun Apr 18, 2021 5:17 pm
Forum: NES Music
Topic: How many tracks can a NES cartridge have?
Replies: 38
Views: 11684

Re: How many tracks can a NES cartridge have?

Also, a million "songs" if you use something procedurally generated.
by nesrocks
Tue Apr 13, 2021 11:33 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 963
Views: 575260

Re: Mesen - NES Emulator

"Options > Auto Create Jump Labels" turns them on or off. It doesn't destroy the labels it created though. Hummm... That setting was already off. So I wasn't understanding what was wrong about that because the debug files are saved in mesen's folder, not along with the game's ROM (which is good act...
by nesrocks
Tue Apr 13, 2021 4:51 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 963
Views: 575260

Re: Mesen - NES Emulator

Context: I currently use emulators for reverse engineering games much more than homebrewing. These issues may seem small but scream to me and the fact that I can't fix them creates a barrier that keeps me from using mesen. I mean, if I can't fix or even understand why these things are here, then tha...
by nesrocks
Wed Feb 17, 2021 6:14 am
Forum: General Stuff
Topic: Why does Super Mario Bros. Have 256 worlds??? Does the lost levels have 256 worlds as well?????
Replies: 14
Views: 7937

Re: Why does Super Mario Bros. Have 256 worlds??? Does the lost levels have 256 worlds as well?????

In layman terms: 256 is not the amount of levels, it is the amount of possible level addresses. There are no more data for levels than the real game has. The addresses that don't point to real level data point to other sections of code from the ROM which have nothing to do with levels. It can be cod...