Search found 101 matches

by Controllerhead
Wed Aug 12, 2020 8:08 pm
Forum: NESdev
Topic: Castlevania III Sunken City Glitch
Replies: 2
Views: 97

Re: Castlevania III Sunken City Glitch

You could also try the speedrun.com forums; if the glitch occurs on console, i'm sure someone there has seen it before...

I know CV3 does some crazy mirroring switching, like sometimes every frame, but i don't know anything more than that...
by Controllerhead
Wed Aug 12, 2020 7:50 pm
Forum: NESdev
Topic: High quality images on the NES with MMC3 scanline interrupts and CHR-RAM
Replies: 26
Views: 436

Re: High quality images on the NES with MMC3 scanline interrupts and CHR-RAM

tepples wrote:
Wed Aug 12, 2020 5:59 pm
tokumaru wrote:
Wed Aug 12, 2020 12:50 pm
Then maybe you should be looking into making it for a more capable console... :roll:
If NES is too weak and Super NES is too strong, what console are Goldilocks and Cubby using?
78 'hundred =p
by Controllerhead
Wed Aug 12, 2020 7:22 pm
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

Currently, it allows a button press to get to the title screen on game over, but if Start is held at game over, it'll jump to title screen and right into gameplay rather than force two button presses (one to get to title screen and one to start play). Is it supposed to do that? No. Sorry, maybe i w...
by Controllerhead
Wed Aug 12, 2020 3:10 pm
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

I still find it funny that the buttons appear detected They are detected in the controller read loop, but your subroutines would never run after one button subroutine ran, because after you BEQ'd the JSR would never return to where you BEQ'd from to test/run the rest of the button subroutines in yo...
by Controllerhead
Wed Aug 12, 2020 2:40 pm
Forum: NESdev
Topic: High quality images on the NES with MMC3 scanline interrupts and CHR-RAM
Replies: 26
Views: 436

Re: High quality images on the NES with MMC3 scanline interrupts and CHR-RAM

flash carts that are compatible with original MMC3 chips Everdrive N8 and PowerPak are both fine options. They both support most chipsets and run most games (nearly) flawlessly. I use an (original) Everdrive N8 to develop, i would highly recommend it. The code that I am using works perfectly in FCE...
by Controllerhead
Wed Aug 12, 2020 10:28 am
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

Each subroutine has an RTS, so the code jumps right back to the original set of compare opcodes. Ah! You may think it does, but it does not. It is returning to where you called (the label before ReadController1Loop) from, presumably. I'm not sure I follow that. Right, so, its not an NES thing, it's...
by Controllerhead
Tue Aug 11, 2020 1:48 pm
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

In my original code? No movement or animation is allowed; the sprite screeches to a halt. I like that effect. Only minor nit is that diagonals will halt movement to, so you gotta be a tad more precise with joystick use (versus gamepad use). That's an... interesting design choice... The point i was ...
by Controllerhead
Tue Aug 11, 2020 1:15 pm
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

eskayelle wrote:
Tue Aug 11, 2020 1:05 pm
I had worked around this one with a BEQ to a label that then JSRs to my actual subroutine.
What happens if you push more than one button?
by Controllerhead
Tue Aug 11, 2020 8:40 am
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

your compare code is a bit lacking. He's right. This is a ticking time bomb, and it is (likely) only a matter of time until your code fails. Why? Branch instructions (BEQ, BPL, BCC, etc...) can only move the program counter 127 bytes forward or 128 bytes backward, as they are encoded with a single ...
by Controllerhead
Mon Aug 10, 2020 7:50 pm
Forum: Newbie Help Center
Topic: How to Register a Button Press vs a Button Hold?
Replies: 14
Views: 475

Re: How to Register a Button Press vs a Button Hold?

Sup buddy. You want to save the previous frame button press byte in another byte (say, before reading the controller) and compare them after reading the controller. If the previous frame is not pressed and the current frame is pressed, you have your button press.
by Controllerhead
Sun Aug 09, 2020 9:04 pm
Forum: NESemdev
Topic: games that depend on dmc irq?
Replies: 9
Views: 251

Re: games that depend on dmc irq?

I remember reading a thread / seeing a demo where somebody used the DMC IRQ timer for PPU synchronization... looking for it... EDIT: This one! https://forums.nesdev.com/viewtopic.php?t=6521 DPCM Split Mapper 0, runs on PowerPak. README file inside archive explains how it works. It still has glitches...
by Controllerhead
Fri Aug 07, 2020 2:17 pm
Forum: NESemdev
Topic: Disch has passed away
Replies: 20
Views: 1658

Re: Disch has passed away

A very sad loss. His work lives on and remains appreciated.

Image
by Controllerhead
Mon Aug 03, 2020 11:23 am
Forum: NESdev
Topic: Which mapper layout do you find most useful?
Replies: 18
Views: 853

Re: Which mapper layout do you find most useful?

I don't have alot of experience, but, MMC3 seems like a clear winner as far as feature set and compatibility.

I assume most every clone console and hacked together emulator can run Super Mario Bros 3 without many issues.
by Controllerhead
Sun Aug 02, 2020 2:55 pm
Forum: Newbie Help Center
Topic: [SOLVED!][Help Request] Animation Guidance
Replies: 5
Views: 593

Re: [Help Request] Animation Guidance

You've been busy! Ill answer quickly and go into more detail in later posts if necessary. You want to take your existing sprite and store a different tile. That is the second entry of each sprite. It would be (roughly) something like this: https://i.imgur.com/nQfMzF8.png For homework, you need to ma...
by Controllerhead
Sun Aug 02, 2020 11:51 am
Forum: NESdev
Topic: SNDTEST Update
Replies: 2
Views: 382

SNDTEST Update

I updated Snowbro's old SNDTEST rom, added some features, and made it work properly on console.

It is useful for quickly designing Sound FX / Instruments. Enjoy!
Image