Search found 122 matches

by CartCollector
Mon Oct 26, 2009 10:34 pm
Forum: NESdev
Topic: I made a DTE text compressor!
Replies: 12
Views: 8920

I made a DTE text compressor!

EDIT: Version 1.5 released! Click the download link in this post to get it. Here's the download link. Instructions on how to use it are in the download. I've done some tests with it (15 books in US-ASCII format from www.gutenberg.org), and the average compressed file / original file ratio is about 5...
by CartCollector
Mon Oct 26, 2009 7:38 pm
Forum: Homebrew Projects
Topic: My NES raycaster - ROM link inside!
Replies: 81
Views: 59677

@Banshaku, Super-Hampster There is at least one controller + light gun game for the NES: Gotcha!, which is a paintball game where you move around with the controller and shoot with the Zapper. So yes it is possible. Also, Tokumaru, have you considered doing a 3D glasses version (like what 3D World R...
by CartCollector
Mon Jun 15, 2009 9:08 pm
Forum: NESdev
Topic: Way too slow...
Replies: 22
Views: 10084

I said something LIKE. I didn't command you to go out and make something better. But yeah you could probably do something closer to that if you were using PAL (the vast majority of C64 demos are in PAL because most sceners (people who make demos) are in Europe) and chopped off some scanlines. Even i...
by CartCollector
Sun Jun 14, 2009 3:49 pm
Forum: NESdev
Topic: Way too slow...
Replies: 22
Views: 10084

Looks great! Now all you have to do is something like this (fast forward to around 6:30): http://www.demoscene.tv/prod.php?id_prod=12945
by CartCollector
Tue Jun 09, 2009 7:20 pm
Forum: NESemdev
Topic: I'm surprised by how much emulators disagree...
Replies: 39
Views: 18838

I was playing Jurassic Park in Nestopia, which uses a glitch hiding trick similar to tokumaru's, and I noticed it also displays a scanline of the background before it displays a scanline of sprites. Before now I never knew why. That said, it's not very noticeable unless the main character goes beyon...
by CartCollector
Tue Jun 09, 2009 4:31 pm
Forum: NESdev
Topic: Way too slow...
Replies: 22
Views: 10084

LJ65 turns off rendering about nine lines early so that it can blit a whole 200-byte playfield, plus OAM and the palette, in one NTSC vblank. How do you know when to turn the screen back on? Is the blit guaranteed to not take over 30 scanlines of time? I get 30 from 20 normal VBlank + 9 extended VB...
by CartCollector
Tue Jun 09, 2009 12:45 pm
Forum: NESdev
Topic: Way too slow...
Replies: 22
Views: 10084

To expand on what Bregalad said, This document shows exactly what the PPU does each scanline. It accesses VRAM with every cycle it has available except for one, and since 1 PPU cycle is 1/3 of a CPU cycle, it doesn't help you that much. So it's impossible to access VRAM while a scanline is being ren...
by CartCollector
Mon Jun 08, 2009 8:01 pm
Forum: NESdev
Topic: GemVenture
Replies: 23
Views: 17639

I have a suggestion for you for when you get back to working on this. If you keep the pattern you used for the border in the final, you should use the same color phase (bits D0-D3) for the two colors that make up the dithered pattern on the top, bottom and sides of the screen. If you don't, you'll g...
by CartCollector
Sat Jun 06, 2009 4:55 pm
Forum: Newbie Help Center
Topic: My sprites are flickering on real NES, not in any of 4 emus.
Replies: 25
Views: 13283

Thanks Disch for the corrected and exact figure. It's just that "over 2000" is imprecise, and you usually want something more accurate when you're testing how long it takes your code to execute.
by CartCollector
Sat Jun 06, 2009 12:48 pm
Forum: Newbie Help Center
Topic: My sprites are flickering on real NES, not in any of 4 emus.
Replies: 25
Views: 13283

If you want to be accurate, the NTSC NES VBlank period is not over 2000 CPU cycles. It's closer to 1886 2/3 cycles. VBlank is 20 scanlines, each scanline takes 283 PPU cycles, and 1 CPU cycle is equal to 3 PPU cycles. So: 20*283/3 = 1886.6666... I just don't want someone to waste their time coding s...
by CartCollector
Sat Jun 06, 2009 12:38 pm
Forum: Newbie Help Center
Topic: background skips when altered...
Replies: 23
Views: 10407

You're supposed to handle music after you handle the graphics. This is because the PSG allows writes at any time, not just during blanking. But if you don't update the music when the VBlank triggers, then that means the music could get updated at different times during the frame, which means that t...
by CartCollector
Sat Jun 06, 2009 11:28 am
Forum: NES Hardware and Flash Equipment
Topic: NOAC (NES-on-a-chip) datasheets, development tools, demos
Replies: 22
Views: 28348

That's awesome. It's like the NES version of the C64 Plug-and-Play.
by CartCollector
Sat Jun 06, 2009 10:21 am
Forum: NESdev
Topic: Map rendering for side scroller, coding question
Replies: 30
Views: 11153

Of course it's not possible to have clean scrolling in both directions, as we've discussed countless times. I bet a few people might roll their eyes as they read this, but I wanted to mention that 4-screen mode shouldn't be ignored. Especially if using CHR-RAM already, most of the hardware is alrea...
by CartCollector
Sat Mar 21, 2009 8:33 pm
Forum: NESdev
Topic: opcode guide with cycle count?
Replies: 8
Views: 5166

http://www.6502.org/tutorials/6502opcodes.html

Easy to use, and even includes info on what each instruction does.
by CartCollector
Tue Mar 03, 2009 8:39 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak unorthodox expansions
Replies: 22
Views: 11750

For example: Adding an Atari TIA or POKEY chip for additional expanded audio.
SID would be way better. SID + 2A03 = awesome