Search found 92 matches

by d4s
Tue Dec 29, 2009 5:28 pm
Forum: SNESdev
Topic: SNES PowerPak
Replies: 605
Views: 188629

the complete GoodSNES-set But who actually plays all those games? A year ago or so, I tried every ROM in the goodset in the hope of finding some overlooked gems. Eventually dug up some cool japanese games I didn't know yet and even bought a couple of these afterwards. There are also a couple of int...
by d4s
Tue Dec 29, 2009 3:04 pm
Forum: SNESdev
Topic: SNES PowerPak
Replies: 605
Views: 188629

And d4s, I disagree with your assertion that the product is overpriced. For being quite a niche item, I doubt he's even going to make a profit for quite a while. Price out low-volume PCB pricing and assembly if any of you are skeptical. This is a speculative matter, of course. However, given the fa...
by d4s
Sun Dec 27, 2009 5:30 am
Forum: SNESdev
Topic: SNES PowerPak
Replies: 605
Views: 188629

When I learned of the PowerPak, I was very enthusiastic about the possibilities it seemed to offer. With some experience of developing games and bootmenus as well as reverse-engineering on the SNES, I even looked into developing my own PowerPak bootmenu while I was waiting for my PowerPak to arrive....
by d4s
Wed Dec 23, 2009 7:23 am
Forum: SNESdev
Topic: Pal Super Mario Rpg, Lift pin or Eprom cart?
Replies: 13
Views: 6732

Yeah, this works fine on unmodified PAL units.
Tie SA-1 pin 127 to GND or VCC for NTSC or PAL mode, respectively.
by d4s
Sun Dec 06, 2009 5:04 am
Forum: SNESdev
Topic: SNES Tracker / MOD player?
Replies: 6
Views: 5202

Yeah, xm-play doesn't have proper support for all effects.

My player (used in N-Warp Daisakusen) does, with the exception of sample finetune (period-tables waste too much space IMO). However, I have yet to make a converter publicly available.
by d4s
Sat Jul 11, 2009 2:57 am
Forum: SNESdev
Topic: Just a SNES-related thing for anyone willing...
Replies: 10
Views: 5475

Re: Just a SNES-related thing for anyone willing...

In the end, to each their own. But I feel people really misunderstand the power of the linker step. Let me point out that d4s used WLA for his large coding project, probably for several of the same reasons I like it as well. Yeah, absolutely! (Although I'm not actually using the linker all that muc...
by d4s
Thu Jul 09, 2009 6:23 pm
Forum: SNESdev
Topic: [SNES sourcecode release] N-Warp Daisakusen
Replies: 2
Views: 3045

[SNES sourcecode release] N-Warp Daisakusen

I'm too tired to type in anything even remotely meaningful right now, so I'll just say:

I've held on to it for nearly a year, now you go and have some fun with it! ;)

http://gra.dforce3000.de

Oh, and please do report any compiling issues you might have. I've only tested it on windows so far.
by d4s
Thu Feb 05, 2009 10:30 am
Forum: SNESdev
Topic: Getting started (sticky?)
Replies: 23
Views: 11168

Putting the cpu into emulation mode and a sep #$30 should be enough. That is also a very wise thing that I could have for NES to SNES conversion, since 6502 is emulated that way I have to be honest here, I never actually tried to port a NES game to SNES, I just believe that this should at least exe...
by d4s
Thu Feb 05, 2009 10:19 am
Forum: NESdev
Topic: Fan game copyright issues
Replies: 52
Views: 18428

Slightly offtopic, but here are some general thoughts on using copyrighted/trademark characters in homebrew games: There's hardly a way around using them if you're creating some kind of direct tribute to the respective original game, of course, but I've often seen them in homebrew games in an effort...
by d4s
Wed Feb 04, 2009 6:55 am
Forum: SNESdev
Topic: Getting started (sticky?)
Replies: 23
Views: 11168

WLA-DX is what I hate about SNES-dev. You have to use .W or .B to try to port NES games. (Although I am also recoding a couple routine) Wrong. You don't have to specify accumulator/index size for wla dx in general and certainly not for porting NES games, it's optional. It will guess the current mod...
by d4s
Mon Feb 02, 2009 6:31 pm
Forum: NESdev
Topic: D-Pad Hero
Replies: 9
Views: 6475

D-Pad Hero

I take it most of you have seen this already?
http://dpadhero.com/Home.html

Looks very good and professional for a NES homebrew game, imho.
But does it run on real hardware?
Also, are the developers regulars here?
by d4s
Mon Feb 02, 2009 4:20 am
Forum: SNESdev
Topic: Building a SNES cart
Replies: 30
Views: 23498

It needs to be said that with a custom board layout there's just enough room inside a SNES cart for the ROMs to be socketed. Existing boards just need way too much effort, as anything bigger then 1MB needs a crapload of rewiring. True, but Eproms on standard DIP-sockets do not fit inside a SNES car...
by d4s
Mon Oct 27, 2008 5:25 pm
Forum: SNESdev
Topic: emulator = perfection
Replies: 18
Views: 9480

Who knows, maybe in 10 years we'll have FPGA-like devices that can run C++-like code, and we can create cheap, easy-to-produce hardware devices with no latency issues. I think a fpga-based snes clone is already feasible nowadays. Some time ago, I found this . I contacted the guy thinking that he di...
by d4s
Mon Oct 27, 2008 7:07 am
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 19371

Awesome, I just love these type of games.
This was really fun once I got the hang of it, wasn't able to beat all the levels, though.
by d4s
Mon Oct 27, 2008 6:04 am
Forum: SNESdev
Topic: emulator = perfection
Replies: 18
Views: 9480

Fx3 wrote: Complete SNES + TV = perfection++ ;)
qft.