Search found 8018 matches

by Bregalad
Fri Jul 08, 2022 2:28 pm
Forum: NESdev
Topic: How does Castlevania 3 render the character switch animation?
Replies: 6
Views: 1445

Re: How does Castlevania 3 render the character switch animation?

So it's just timing its bank switching to go on specific scanlines? I suppose that isn't too hard since it freezes gameplay, but that still has to be done manually... The original game use VRC6 mapper, the western port MMC5, both of which are quite capable on IRQs. When making the hack that allows ...
by Bregalad
Fri Jul 08, 2022 2:23 pm
Forum: NESdev
Topic: Changing nametable layout terminology on the wiki
Replies: 22
Views: 2356

Re: Changing nametable layout terminology on the wiki

Four screen VRAM is often referred to as four screen mirroring, despite there being no mirroring. I think four screen arrangement makes more sense than mirroring. You're right that, as far as I remember, the original name for calling this feature was "Four-screen VRAM". Only later was it ...
by Bregalad
Wed Jul 06, 2022 1:58 pm
Forum: NESdev
Topic: Changing nametable layout terminology on the wiki
Replies: 22
Views: 2356

Re: Changing nametable layout terminology on the wiki

I don't mind the terminology being changed as long as the original terminology is still documented. The ideal would be to document where each set of terms originally came from and who used them. But please, don't call horizontal arrangement "horizontal scrolling", because scrollig is alrea...
by Bregalad
Tue May 17, 2022 5:25 am
Forum: NES Hardware and Flash Equipment
Topic: MMC1 MAPPER impossible to do with discrete parts
Replies: 20
Views: 1601

Re: MMC1 MAPPER impossible to do with discrete parts

We should have a challenge. Design 100% compatible MMC1, only use 74xx chips (any, including shift registers, rare ones etc), minimum # of chips wins. How many do you think it takes? What’s realistic? The problem is that doing so is completely useless. Many chips technically existing in the 74xx se...
by Bregalad
Sat May 14, 2022 1:23 pm
Forum: NES Hardware and Flash Equipment
Topic: MMC1 MAPPER impossible to do with discrete parts
Replies: 20
Views: 1601

Re: MMC1 MAPPER impossible to do with discrete parts

The problem with it is that you'd need an absurdly high amount of gates to get just the shift logic to work 100% identital to the MMC1.

Using a programmable logic PAL I was able to replicate MMC1's functionality with 3 chips only.
by Bregalad
Thu May 12, 2022 1:47 pm
Forum: Other Retro Dev
Topic: Commodore 64 external hardware acceleration of smooth scrolling?
Replies: 12
Views: 1991

Re: Commodore 64 external hardware acceleration of smooth scrolling?

One suggestion was that it contains "pre-shifted" copies of graphics. This in turn got me thinking about background scrolling on the C64. I'm unsure how you'd do that. A graphic tile can be pre-shifted, that's for sure, but then you have to pre-shift it's neighbour into it as well to make...
by Bregalad
Mon May 02, 2022 1:23 am
Forum: NESdev
Topic: Montezuma's Revenge for the NES
Replies: 3
Views: 1866

Re: Montezuma's Revenge for the NES

Congratulations on this great achievement ! I remember my brother playing this on the C64 when I was a kid. I liked the game. Great to see this coming to the NES. Even though the graphics could probably be improved to be more NES-like. I think you did great with the animation system, it should have ...
by Bregalad
Mon Apr 18, 2022 4:21 am
Forum: SNESdev
Topic: Is the Internet has more accuracy SPC rips?
Replies: 13
Views: 1217

Re: Is the Internet has more accuracy SPC rips?

I guess everyone makes errors, no matter how stupied they are. I cheked it up, and the rip that sits on my PC since 2003 is well and in stereo :)

For the rest I fear the rips are just copied across various sources and so if there is any error in any package it's unfortunately repeated.
by Bregalad
Mon Apr 18, 2022 4:16 am
Forum: General Stuff
Topic: nocash discussion
Replies: 29
Views: 4313

Re: nocash discussion

I would say that they added a bunch of extra junk that you don't need after Windows 98. Especially the interface of Windows XP became very bloated and plastic looking. Though you could still revert to the classic style at that time, I can see where you don't want or need that extra junk in there. T...
by Bregalad
Thu Mar 24, 2022 2:31 pm
Forum: Other Retro Dev
Topic: Have you seen such a video mode?
Replies: 18
Views: 1605

Re: Have you seen such a video mode?

I am not sure I understand what you ask. Basically you suggest a tiled mode, where the individual pixels are easier to adress (without the bit shifts usually necessary in such cases) so it is easier to simulate a bitmap mode ? And that results that the annoying adress bit shiftings have to be done w...
by Bregalad
Thu Mar 24, 2022 2:16 pm
Forum: General Stuff
Topic: What would you change about the NES?
Replies: 54
Views: 5411

Re: What would you change about the NES?

I already started the same thread in 2006. My answer wouldn't change since then, that is, 16x8 sprites instead of 8x16 sounds like a better idea, especially if it can still put 8 sprites that are twice as wide. Another great change would have to have the PAL NES more compatible with the original NT...
by Bregalad
Thu Mar 24, 2022 1:32 pm
Forum: NES Music
Topic: A guide to change Mega Man sound effects?
Replies: 1
Views: 516

Re: A guide to change Mega Man sound effects?

Capcom has had two major sound engines which are incompatible with eachother, the "old" sound engine being used in Mega Man and Mega Man 2, and the "new" one in Mega Man 3 to Mega Man 4. You should start to learn how each of the sound engine works and how their data is stored : h...
by Bregalad
Sun Jan 23, 2022 2:21 am
Forum: NES Music
Topic: Simulating 75% and 87.5% pulse wave in MIDI
Replies: 4
Views: 757

Re: Simulating 75% and 87.5% pulse wave in MIDI

It's also useful for chiptunes on a sound chip with only 50% square waves, like a Master System. Indeed, but there needs to be a precise volume control. When I've done NES MIDI, I've typically used the sawtooth instrument in order to approximate the 75% duty cycle pulse wave - it doesn't sound exac...
by Bregalad
Fri Jan 21, 2022 2:05 pm
Forum: NES Music
Topic: Simulating 75% and 87.5% pulse wave in MIDI
Replies: 4
Views: 757

Simulating 75% and 87.5% pulse wave in MIDI

General MIDI sounds contains few means to generate basic waves : Square wave instrument #80 Saw wave instrument #81 Ocarina instrument #79 is de-facto close to sine wave on most synths Unfortunately, the square and saw waves of those set is usually played with some chorous effect and some filtering,...
by Bregalad
Wed Jul 07, 2021 2:55 am
Forum: phpBB Issues
Topic: Anti-spam proposal
Replies: 55
Views: 21684

Re: Anti-spam proposal

This is awful many posts seems to be missing entierely ! :shock: :shock: