Search found 8018 matches
- 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 ...
- 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 ...
- 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...
- 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...
- 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.
Using a programmable logic PAL I was able to replicate MMC1's functionality with 3 chips only.
- 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...
- 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 ...
- 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.

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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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,...
- 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 !


