Search found 8682 matches

by rainwarrior
Sat Feb 04, 2023 5:23 am
Forum: Homebrew Projects
Topic: New game: Tenebra!
Replies: 1
Views: 160

Re: New game: Tenebra!

Nice game. I got to level 11 so far.
by rainwarrior
Thu Feb 02, 2023 10:48 pm
Forum: NESemdev
Topic: Mesen - Emulator
Replies: 90
Views: 7574

Re: Mesen - Emulator

I'd kinda not recommend having them be a default These have actually been the default shortcuts for rewind/fast-forward in all Mesen versions since 2017, so I'm mostly leaning towards keeping this as-is. It hasn't really been something that's been reported as an issue before, that I can recall. I'm...
by rainwarrior
Wed Feb 01, 2023 11:10 pm
Forum: Newbie Help Center
Topic: Changing the NMI code without messing with the library in CC65?
Replies: 2
Views: 199

Re: Changing the NMI code without messing with the library in CC65?

You can use ar65 to delete the module containing nmi from your library, and then substitute your own. Alternatively you might be able to place your own nmi module earlier in the link command (cl65) than the library, and it might prevent the one from the library from getting linked (a library only ad...
by rainwarrior
Wed Feb 01, 2023 6:20 pm
Forum: NESemdev
Topic: Mesen - Emulator
Replies: 90
Views: 7574

Re: Mesen - Emulator

Every now and then I seem to get a weird burst of fast-forward, like the game just zooms for a quarter-second unexpectedly. Is there some sort of "frameskip" option that I'm missing that will occasionally try to catch up? Edit: Oh, I think it's just rewind/fast-forward being mapped to L2/R...
by rainwarrior
Wed Feb 01, 2023 5:57 pm
Forum: Other Retro Dev
Topic: Names used for tilemaps by original documentation?
Replies: 15
Views: 11147

Re: Names used for tilemaps by original documentation?

VirtualBoy uses "Background Segments" After being provided the Famicom docs from the missing thread, they do say "SEG" when describing the register bits in $2000 that select the CHR page for BG/sprites, which in another diagram get called CHAR0 and CHAR1. I don't see "CHR&q...
by rainwarrior
Wed Feb 01, 2023 2:10 pm
Forum: Other Retro Dev
Topic: Names used for tilemaps by original documentation?
Replies: 15
Views: 11147

Re: Names used for tilemaps by original documentation?

In the Famicom devdocs on page "NES_CUSTOM_CPU_PPU_0022" Nintendo/Ricoh mentions... We have Famicom developer documents? Can you give a name under which they can be found? I couldn't find anything on archive.org with a few searches, and I couldn't spot anything like this referenced from t...
by rainwarrior
Mon Jan 30, 2023 8:26 pm
Forum: NESemdev
Topic: Mesen - Emulator
Replies: 90
Views: 7574

Re: Mesen - Emulator

Palette Index actually looks like a new field that was not available before. In 0.9.9 the Attribute Data field gives the hex value for the corresponding entry in the attribute table. I don't see that anywhere in 2.0.0. The attribute view also omits this info. If the hex value is not useful then tha...
by rainwarrior
Sun Jan 29, 2023 11:34 pm
Forum: NESemdev
Topic: Mesen - Emulator
Replies: 90
Views: 7574

Re: Mesen - Emulator

* No longer called Nametable Viewer, is that because it's NES only language? * Missing field: Attribute Data "Nametable" actually seems to come from Texas Instruments VDPs (e.g. MSX, SMS, Genesis) originally, but we adopted it long ago in NESDev for whatever reason. (Probably an early emu...
by rainwarrior
Sun Jan 29, 2023 11:09 pm
Forum: NES Hardware and Flash Equipment
Topic: OAMDATA $2003 corruption clarification?
Replies: 6
Views: 291

Re: OAMDATA $2003 corruption clarification?

I guess the savings here are just that you can save 3 writes when blanking the last sprite, in the case where you had more sprites in the previous frame and have to blank those. Well, more than just that - you can't actually fully update the last pair of sprites in this way, because once you make t...
by rainwarrior
Sun Jan 29, 2023 5:21 pm
Forum: NES Hardware and Flash Equipment
Topic: OAMDATA $2003 corruption clarification?
Replies: 6
Views: 291

Re: OAMDATA $2003 corruption clarification?

Yes, but it's slightly better - I believe it to be the case that the three LSbits of OAMADDR are safely reset to 0 without side effect when rendering starts naturally, so it should be possible to end with uploading 5 bytes to move the last two entries in OAM off-screen and thus that 0,1 are off-scr...
by rainwarrior
Sun Jan 29, 2023 4:24 pm
Forum: NESemdev
Topic: Mesen - Emulator
Replies: 90
Views: 7574

Re: Mesen - Emulator

When changing the "hexadecimal display" to "decimal display" in the watch panel of the debugger, the value does not update if currently paused. Execution must resume for it to apply.
by rainwarrior
Sun Jan 29, 2023 4:02 pm
Forum: NES Hardware and Flash Equipment
Topic: OAMDATA $2003 corruption clarification?
Replies: 6
Views: 291

Re: OAMDATA $2003 corruption clarification?

Okay, so that clarifies that 3 was something completely independent. I've tried to revise the descriptions to make this clear. So, the open question I had about this that was causing me to review the wiki page, was Fiskbit suggesting you could do partial OAM updates through $2004 by compensating for...
by rainwarrior
Sun Jan 29, 2023 3:05 pm
Forum: NES Hardware and Flash Equipment
Topic: OAMDATA $2003 corruption clarification?
Replies: 6
Views: 291

OAMDATA $2003 corruption clarification?

The current wiki description for OAMADDR / $2003 seems incomplete or inconsistent, and I'd like to try and clarify it. A few questions: 1. Writes to $2003 "reliably corrupt OAM" on 2C02G. Do we have a better description of this reliable corruption? Does it overwrite specific bytes? Does it...
by rainwarrior
Sun Jan 29, 2023 2:21 pm
Forum: NES Music
Topic: Issues with musical tones via PCM ($4011 writes)
Replies: 16
Views: 593

Re: Issues with musical tones via PCM ($4011 writes)

Yes, it's generally best not to attempt that. Just to clarify, do you mean attempting the NMI on/off thing? I meant attempting OAM DMA, which necessitates a pause in the playback that will certainly be as long as several samples. Using any NMI would also cause a problem, because you probably cannot...
by rainwarrior
Sun Jan 29, 2023 12:05 am
Forum: NES Music
Topic: Issues with musical tones via PCM ($4011 writes)
Replies: 16
Views: 593

Re: Issues with musical tones via PCM ($4011 writes)

Yes, it's generally best not to attempt that. Any way you do it will negatively affect the sound quality. In the best case, to avoid more distortion than necessary and to keep the pitch stable, you must "fast-forward" over a number of updates equal to the ones missed during the OAMDMA. In ...