Search found 1259 matches

by nocash
Wed Sep 30, 2020 3:27 am
Forum: NES Hardware and Flash Equipment
Topic: Weird famiclone with infrared controllers
Replies: 52
Views: 19284

Re: Weird famiclone with infrared controllers

I have tried the voltage on the UA6581 Chip using the multi meter black probe on the ground leg of the UA6581 chip and the red probe on the 11 0r 13 legs of the chip and I cannot get any voltage readings even when pressing infrared the controller buttons. Please take the time to look at the schemat...
by nocash
Mon Sep 28, 2020 12:26 am
Forum: NES Hardware and Flash Equipment
Topic: Weird famiclone with infrared controllers
Replies: 52
Views: 19284

Re: Weird famiclone with infrared controllers

That is already mentioned in the schematic and in the posts on the first page. It should happen when pressing Select+A on the player 1 controller. It shouldn't happen when pressing Select alone. Mis-triggering would probably also happen when pressing too many buttons, especially adjacent odd or even...
by nocash
Sat Sep 26, 2020 7:41 pm
Forum: General Stuff
Topic: What chips should be in that PCB?
Replies: 5
Views: 2226

Re: What chips should be in that PCB?

A teaching board for learning how to access three different memory chips makes sense. But did 32pin SRAMs even exist in 1994? If they did exist, would anybody even think about handing out such chips to students? They might have plugged normal 28pin chips into the 32pin sockets. The second SRAM witho...
by nocash
Fri Sep 11, 2020 9:59 am
Forum: NES Hardware and Flash Equipment
Topic: HK Famicon - Appears working but no AV output.
Replies: 25
Views: 5218

Re: HK Famicon - Appears working but no AV output.

The section with the channel switch (or whatever it is) and the resistor and potentiometer next to the switch is looking rusty. If the potentiometer or switch aren't getting contact... that might cause nonsense channel selection. RF output has kindy terrible quality (and channel searching is kinda t...
by nocash
Thu Sep 10, 2020 11:07 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

Using multiplel loops, one that defaults to clipping, one that defaults to partial clipping, and one for complete clipping? That, with the conditional jumps jumping to the other loops when needed, and otherwise staying in the current loop. Doing that with completely unrolled loops would take up a lo...
by nocash
Wed Sep 09, 2020 6:15 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

Using 64x32 tiles per BG for horizontal scrolling is wasting 8Kbytes of VRAM (when doing it on all four BG layers), and it's a bit uncomfortable to update tiles in two map-halves... but it might be within scope.
by nocash
Tue Sep 08, 2020 4:36 pm
Forum: NES Hardware and Flash Equipment
Topic: AV Famicom exhibiting ghost inputs
Replies: 9
Views: 3318

Re: AV Famicom exhibiting ghost inputs

That happens only if the controller is connected, and without pressing any buttons? Normally the controller should output 8 high bits in that case (same as when no joypad connected at all) (however, with the controller connected, you'll get low bits after the 8th bit). One guess: The joypad doesn't ...
by nocash
Mon Sep 07, 2020 8:05 pm
Forum: NES Hardware and Flash Equipment
Topic: Weird famiclone with infrared controllers
Replies: 52
Views: 19284

Re: Weird famiclone with infrared controllers

Test 2 Light stays on (On both tests) That sounds worrying, and it's normally not possible at all, LEDs should light up only one way around. One explanation would be that you have repeated the same test twice, without swapping the pins. Or otherwise... you might have some more than terrible noise o...
by nocash
Mon Sep 07, 2020 4:35 pm
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

Could WRAM be replaced by SRAM? Since CART regions can be set to be accessed at ~3.58 MHz... Theoretically, but the default SRAM mapping is... HiROM ---> SRAM at 30h-3Fh,B0h-BFh:6000h-7FFFh ;small 8K SRAM bank(s) LoROM ---> SRAM at 70h-7Dh,F0h-FFh:0000h-7FFFh ;big 32K SRAM bank(s) Fast memory could...
by nocash
Sun Sep 06, 2020 4:55 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

ADC does also affect the N flag, and also the C flag, that would work for overrun checking, too. Btw. if INC is meant to be short for INC A... then CLC+ADC+INC would be same as SEC+ADC. When using double buffered brightness values, instead of setting "current=new", you could update them as "current=...
by nocash
Sun Sep 06, 2020 4:30 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

I think it is ANY priority. Only thing that matters is the top-most main screen pixel, and top-most sub screen pixel (but doesn't matter if the main screen is in front of sub screen, or vice versa). Intuitively you would want to have the transparent layer in front of the other layer, but the color m...
by nocash
Sun Sep 06, 2020 3:55 am
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 90
Views: 63811

Re: Nova the Squirrel 2 (WIP)

Thinking about grid-free player movement with gridded blocks. That could look as shown below. It's using two simple rules: When pushing a block north, 1) player must be heading north +/-45 degrees 2) player must be within +/-40 percent of the block width If that isn't the case, ignore the vertical m...
by nocash
Sat Sep 05, 2020 4:20 pm
Forum: phpBB Issues
Topic: Preview after submitting posts?
Replies: 7
Views: 1735

Re: Preview after submitting posts?

Didn't happen to me in the above post, too. But it's happening in all my other posts here today. Maybe it's just my browser starting to act weird. The preview is bundled with this message "At least one new post has been made to this topic. You may wish to review your post in light of this." Although...
by nocash
Sat Sep 05, 2020 4:01 pm
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 90
Views: 63811

Re: Nova the Squirrel 2 (WIP)

Here are two ideas about allowing rotation steps smaller than 90 degrees (without changing the grid-based game logic): 1) Rotate in smaller steps (while dpad left/right are held down), but align to the closest 90 degree direction when walking (via dpad up). That's probably not so good (as having to ...
by nocash
Sat Sep 05, 2020 6:04 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 14298

Re: Rem Demo

I have found a secret passage: Go to one of the first two armors (the one with the vertical line and curved line in lower right). Walk about 150 pixels right. Then slowly walk back and forth a few times until falling through the hole in the floor. The floor in the underground passage is uneven (so y...