Search found 632 matches
- Sat Apr 11, 2020 7:34 am
- Forum: NESdev
- Topic: Disassembling NES-ROMs
- Replies: 3
- Views: 2420
Disassembling NES-ROMs
I am after some kind of disassembling-tool that are can display the code in some kind of graphical view (I don't even know if this exists so..). I want to be able to view the code as some kind of diagram to spot subroutines and from where they're called from etc. Sort of like a database-schema. Anyo...
- Tue Apr 07, 2020 12:41 pm
- Forum: NES Hardware and Flash Equipment
- Topic: NES "clones", how good are they?
- Replies: 2
- Views: 1833
NES "clones", how good are they?
There's quite a few NES "replicas" these days. Analogue has the Nt Mini, RetroUsb has the AVS. I am no expert in this thing but they're FPGA-based right? So, how accurate are these devices compared to the real thing? People claims that FPGA-implementations are very close to the real deal but are the...
- Thu Mar 19, 2020 12:32 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Yep that fixed it! It looks very good now. Thanks alot for the hints! 

- Wed Mar 18, 2020 10:49 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Hmmm yes that sounds like that’s the problem!
I’ll see how I’ll fix that..
- Wed Mar 18, 2020 2:04 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
- Wed Mar 18, 2020 1:49 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Been debugging this still, if I understand Mesen (what a wonderful tool/emulator btw!) correctly, it seems like a few NMI's here and there are not executed. I've set a breakpoint at my NMI and then watched the "Fr#" box (which is a frame counter?) and sometimes it skips a frame. Goes from for exampl...
- Tue Mar 17, 2020 11:58 am
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
I attach a small videopreview of what's going on. I tried the EventViewer in Mesen but not sure what to look for at the moment.. Vsduckhunthack.mp4 EDIT: Have stepped through frames with the eventviewer and in some frames (I can't find a pattern at the moment), the scrolltext doesn't scroll. A regul...
- Mon Mar 16, 2020 1:13 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Got the scroller running now. Looks pretty good in FCEUX but worse in MESEN and equally worse on my PAL & NTSC NES. The scroller is not fluent, it jerks very slightly here and there. I've got some moving sprites aswell and they doesn't seem not to move fluent either all the time so I am not entirely...
- Fri Mar 13, 2020 5:20 am
- Forum: Homebrew Projects
- Topic: Looking for NES-composer with coding skills
- Replies: 1
- Views: 3034
Looking for NES-composer with coding skills
Anyone here with NES music + coding skills and too much freetime? :) I'm looking for a little something to my current project (a ROMhack). Space is quite limited so I've pretty much ruled out existing replayers/music editors so if you're the music-guy you have to supply a small replayer aswell. :) I...
- Mon Mar 09, 2020 1:35 am
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Yeah I have to check all things all over again I guess. In vblank I've got a joypad-routine, scrolltext handler (with a 32 byte buffer that gets copied to PPU RAM), a function that converts a letter to tilenumber for the scrolltext. The cycles are going away fast even if there's not that much code, ...
- Mon Mar 09, 2020 12:00 am
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Seems my NMI code sometimes "spills" into the frame that's probably causing gfx-glitches. These clockcycles are going fast, I really need more / scanline. 
You really need to know what you're doing if you're coding stuff targeting full framerate!
Well, time for some optimizing.

You really need to know what you're doing if you're coding stuff targeting full framerate!
Well, time for some optimizing.

- Sun Mar 08, 2020 5:39 am
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
I'm waiting for a sprite0 hit, and yes I'm preserving/restoring registers in the NMI
- Sat Mar 07, 2020 2:18 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Here's my joypad loop at the moment. It have it in my NMI but it doesn't seem to matter where I put it, I get screen glitches here and there. When I unroll the loop (lda $4016, sta xxx, lda $4016, sta xx etc.), the glitches are gone. ReadGamepad: ldx #1 stx $4016 dex stx $4016 txa ldy #8 ReadGamePad...
- Sat Mar 07, 2020 3:52 am
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Thanks, think I got that working. However I'm getting gfx-glitches when reading joypad in NMI now, don't really understand why at the moment. Could reading/writing $4016 during vblank cause gfx-issues in some way?
- Fri Mar 06, 2020 1:58 pm
- Forum: NESdev
- Topic: Coding a scrolltext
- Replies: 28
- Views: 10462
Re: Coding a scrolltext
Yes I only have one split, but when I set a breakpoint in FCEUX I get a spritehit on different scanlines all the time.