Search found 517 matches
- Tue Feb 04, 2020 7:30 pm
- Forum: Newbie Help Center
- Topic: 8x16 and whatever else unreg wants to know
- Replies: 1567
- Views: 482550
Re: 8x16 and whatever else unreg wants to know
Thus I won't go into detail about it. So much for completeness... I honestly have no idea what you're referring to, so I can't even research on my own. Don't worry, he's just talking about the SO (set overflow) pin that exists on the stock 6502. It's most known as one obscure feature the C64 CBM dr...
- Sun Jan 26, 2020 8:21 am
- Forum: NESdev
- Topic: Undesired Jail bars on French NES and checkerboard pattern
- Replies: 45
- Views: 24744
- Wed Dec 25, 2019 1:13 pm
- Forum: General Stuff
- Topic: Chuck Peddle (1937-11-25–2019-12-15)
- Replies: 2
- Views: 4680
Chuck Peddle (1937-11-25–2019-12-15)
Recently, Chuck Ingerham Peddle, one of the main designer of the 6502, passed away. While he isn't with us anymore, the 6502 and all it enabled at the time (the NES, the Commodore 64, the Atari 2600, the Apple II and a myriad of other computers and video game consoles) will remain forever as a impor...
- Sun Apr 21, 2019 5:35 am
- Forum: NESdev
- Topic: Way to manage spawning points
- Replies: 9
- Views: 8257
Re: Way to manage spawning points
Different object types, such as moving platforms, like you mentioned, may need different properties, and I handle that by giving each object in the object definition table a "parameter" byte. If 8 bits are enough to represent an object's type's attributes, great, if not, those 8 bits are used to in...
- Tue Mar 26, 2019 5:45 am
- Forum: NES Music
- Topic: APU: volume and... envelope? ^^;;;
- Replies: 35
- Views: 30526
Re: APU: volume and... envelope? ^^;;;
Some Sunsoft games used short triangle bursts like za909 posted. The croaking frogs in Gimmick!, or some sound effects in Fester's Quest, etc. I think Metroid also used it for the "bubble" sound in the Tourian area music. It's not very common, though. Famitracker never supported it (though I dunno ...
- Wed Mar 20, 2019 5:22 am
- Forum: NES Hardware and Flash Equipment
- Topic: Verified RP2A03 Verilog/VHDL core?
- Replies: 3
- Views: 7290
Re: Verified RP2A03 Verilog/VHDL core?
Oh you, tepples. I actually giggled at that one. Good one!tepples wrote:I can think of Bubble Bath Babes, Hot Slots, and Peek-A-Boo Poker.bytestorm wrote:Is there any good softcore around of the RP2A03?
- Sun Mar 10, 2019 7:38 am
- Forum: NESdev
- Topic: Create a 256x192 bitmap mode in C?
- Replies: 14
- Views: 8450
Re: Create a 256x192 bitmap mode in C?
You need 2 background palettes: Color 00: black; Color 01: white; Color 10: black; Color 11: black; Color 00: black; Color 01: black; Color 10: white; Color 11: white; The first palette honors bit 0 of the color index and ignores bit 1, the second palette honors bit 1 and ignores bit 0. This allows...
- Thu Feb 07, 2019 5:10 pm
- Forum: General Stuff
- Topic: The Difficulty of ARM Assembly
- Replies: 57
- Views: 30873
Re: The Difficulty of ARM Assembly
... and that's essentially what a Global Offset Table (GOT) is.
- Sun Feb 03, 2019 9:31 am
- Forum: General Stuff
- Topic: The Difficulty of ARM Assembly
- Replies: 57
- Views: 30873
Re: The Difficulty of ARM Assembly
ARMv6-M (the core of Cortex-M0) is a bastardization; it's a stripped down, not very orthogonal copy of ARMv7-M (Cortex-M3). For instance, on the ARMv6-M, much of the instructions can only act on r0-r7, and the destination is forced to be the same than one of the operand —very few instructions can us...
- Sun Jan 27, 2019 12:00 pm
- Forum: Other Retro Dev
- Topic: AMT630A firmware for mini TFT screens
- Replies: 53
- Views: 98513
Re: AMT630A firmware for mini TFT screens
With a ST Nucleo board and STLink utility, you could do an SPI flash programmer fairly easily. STLink utility comes with "external loaders", which can be used to flash external memories connected to a ST mcu. You can thus wire up a Nucleo to the SPI Flash, and then use an external loader that works ...
- Fri Jan 25, 2019 11:56 pm
- Forum: GBDev
- Topic: Vaus-like controller planned for Alleyway?
- Replies: 8
- Views: 9782
Re: Vaus-like controller planned for Alleyway?
16bit report? That's... intense. Like, sure, the ADC in the controller is probably 10 bits in resolution, but 7 bits would be sufficient, right?
- Thu Jan 24, 2019 10:54 pm
- Forum: GBDev
- Topic: Vaus-like controller planned for Alleyway?
- Replies: 8
- Views: 9782
Vaus-like controller planned for Alleyway?
Two days ago, I attended a meetup of C++ Montréal. The presentation was about the presenter's (Frédéric Hamel) attempt to make a fairly accurate Gameboy (DMG) emulator in C++11. I have to say, it's quite a strange feeling to hear about things and people you only saw in the internet, never in the "re...
- Wed Jan 02, 2019 8:28 am
- Forum: Newbie Help Center
- Topic: How to do math with values that wrap around at 240? (scroll)
- Replies: 8
- Views: 4794
Re: How to do math with values that wrap around at 240? (scr
Happy New Year everyone!
Care to say what kind of issue it causes? I'm curious, because I can't figure out the problem.tepples wrote:The only restriction on the scroll position in VRAM space and world space is that their difference has to be a multiple of 16. Allowing them to become unaligned recently bit me.
- Sun Dec 30, 2018 12:18 pm
- Forum: Newbie Help Center
- Topic: Load Background loop
- Replies: 5
- Views: 3854
Re: Load Background loop
Are you familiar with the various indirect addressing mode? That's because you will need to deal with 16-bit quantities, and indexed addressing won't cut it, because it can only be used with 8-bit indexes. There are several ways to do this, but essentially, you need to put a pointer in zero page, ha...
- Tue Dec 25, 2018 9:44 pm
- Forum: General Stuff
- Topic: New member's presentation : Beber69
- Replies: 9
- Views: 7448
Re: New member's presentation : Beber69
Well, after all the French speaking members replied, Salut m'sieur, bienvenu icitte! J'te souhaite avoir du fun en masse parmi nous autres pis qu'on puisse répondre à tes questions. On est pas du monde ben compliqué, fait que tant que t'es smatte ça va ben se passer. Heheh, always funny to write in ...