Search found 47 matches

by Dr. Floppy
Sat Mar 31, 2012 8:54 pm
Forum: NES Hardware and Flash Equipment
Topic: Famicom/Dendy SRAM cartrige
Replies: 137
Views: 118351

@Dr. Floppy: I believe that only a working game would give you the right to claim an official mapper number. This is an incredibly well-timed coincidence, as it illustrates my concept rather nicely: http://maps.google.com/maps?q=0.0000,+0.00000&hl=en&ll=0,0&spn=0.009141,0.012081&sll...
by Dr. Floppy
Sat Mar 31, 2012 8:26 pm
Forum: NES Hardware and Flash Equipment
Topic: Famicom/Dendy SRAM cartrige
Replies: 137
Views: 118351

Re: Famicom/Dendy SRAM cartrige

I'd REALLY like $A2 (Mapper #162) to be associated with MMC7/RxROM. You want to reserve a number for a mapper that doesn't even exist? Why don't you make the mapper first? Or better yet, a game using that mapper, so that there's any reason for it to be officially included anywhere. I'm actually in ...
by Dr. Floppy
Sat Mar 31, 2012 7:25 pm
Forum: NES Hardware and Flash Equipment
Topic: Famicom/Dendy SRAM cartrige
Replies: 137
Views: 118351

Re: Famicom/Dendy SRAM cartrige

8. You can create your own mapper, and game for it! And much more. Yes, it's ROMless. All you need is stored on the memory card. There are special directory in which files are written which generate FPGA configuration for mapper function. Mapper number taken from the iNES header. To support the new...
by Dr. Floppy
Tue Feb 28, 2012 2:38 pm
Forum: NES Music
Topic: DPCM Best Practices?
Replies: 3
Views: 2464

DPCM Best Practices?

I keep getting that annoying 57% volume effect on the Triangle and Noise channels when a 1-bit DPCM sample cuts off its predecessor. Manually writing #00 to $4011 fixes that, but also causes a distinct popping sound when over-utilized. Adv. of Bayou Billy writes #00 to $4011 at the same time it load...
by Dr. Floppy
Mon Feb 20, 2012 8:50 pm
Forum: Newbie Help Center
Topic: Conceptualizing PRG-RAM
Replies: 4
Views: 3001

Conceptualizing PRG-RAM

This is probably an extremely n00bish question, but here goes: I can't seem to figure out how to properly conceptualize PRG-RAM. Specifically, where does it go in the traditional iNES file format? $00000000-0000000F = iNES header $00000010-0004000F = PRG-ROM $00040010-0008000F = CHR-ROM / end of fil...
by Dr. Floppy
Thu Feb 09, 2012 8:51 pm
Forum: Newbie Help Center
Topic: First time Homebrewer
Replies: 32
Views: 9467

LatchController: LDA #$01 STA $4016 LDA #$00 STA $4016 ; tell both the controllers to latch buttons sta buttons;A variable in RAM. All buttons are now unpressed. ldx #$08;Why not read 8 button states? buttonreadloop: asl buttons;We can ASL bytes other than A. It works the same just using RAM instea...
by Dr. Floppy
Mon Feb 06, 2012 10:26 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

Other than verifying how it syncs with the PPU I don't see what decapping would gain. Yes, verifying how it syncs with the PPU, so that we can 1. make a clone that syncs the same way, and 2. predict what effect VRAM writes during vblank would have. Would that information be discernible from the dec...
by Dr. Floppy
Sun Feb 05, 2012 10:12 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

But even though it has lots of good features, the sound can't be used normally on an NES, no CHR-RAM, too expensive to replicate by any means, etc. It doesn't make sense other than knowing how it works to know how it works. I don't think it's totally not understood, I think it's very well understoo...
by Dr. Floppy
Sun Feb 05, 2012 9:15 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

The decasulation is an option but a painful for what would seem the low payout (usually the case with decapsulation IMO). Is there a reason you're looking for this much accuracy? It chagrins me that MMC5 still isn't fully understood by the community. I believe that serves as a disincentive for MMC5...
by Dr. Floppy
Fri Feb 03, 2012 6:37 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

Really if it were that simple to slap a MMC5 on a FPGA, CPLD or whatever, it would have been done already. Maybe someday someone will clone the MMC5, but it really is the most complicated mapper that exists... Who's really tried to replicate the MMC5? I think it hasn't been done because there isn't...
by Dr. Floppy
Tue Jan 31, 2012 6:33 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

TL;DR, but my thoughts: Don't supersede a mapper not 100% understood yet. Make your own with MMC5-like features. The idea of making a new mapper with a base of another mapper defeats the purpose of variety. Granted, I intentionally restrained myself from making this my personal wish-list / dream ma...
by Dr. Floppy
Tue Jan 31, 2012 4:47 pm
Forum: Homebrew Projects
Topic: MMC7 (RxROM); Proposed MMC5 Modifications
Replies: 37
Views: 17155

MMC7 (RxROM); Proposed MMC5 Modifications

MMC5 --> MMC7 Register Modification Outline General : Upgrade EXRAM to 2kB, mapped to $5800-5FFF. APU Registers : unchanged $5105 : %10 = NT C ($5800-5BFF); %11 = NT D ($5C00-5FFF) (MMC5 used %11 to identify the single-tile floodfill screen.) $5106 : same (floodfill tile ID) $5107 : [DCBA ..PP] DCB...
by Dr. Floppy
Sat Jul 30, 2011 3:11 pm
Forum: NESdev
Topic: 1MB MMC5, can the NES handle it?
Replies: 7
Views: 3826

qbradq wrote:Don't test with Nestopia. :D
Is that DMC-triggered false-positive joypad strobe thing particularly bad with NEStopia? I encountered it earlier today, and it made me most vex...
by Dr. Floppy
Tue May 31, 2011 1:37 pm
Forum: NES Hardware and Flash Equipment
Topic: Mapper Decapping?
Replies: 48
Views: 11732

I contacted a representative of the aforementioned firm with regards to the possibility of decapping MMC5: "What we're trying to do is trace out the transistors of the Nintendo MMC5 chip in order to gain a complete understanding of its internal functioning. Is this sort of imaging something you...
by Dr. Floppy
Sat May 28, 2011 7:17 pm
Forum: Homebrew Projects
Topic: Specus, a Zeldroidvania Demo
Replies: 15
Views: 13021

My preferred method is to find the left and right extents of the bounding box, then check the bounding flags for each tile along the bottom if moving down, or along the top if moving up. A similar method is used for lateral movement. I use an in-RAM tile map that has the collision flags pre-calcula...