Search found 8064 matches

by rainwarrior
Fri Jan 14, 2022 5:18 pm
Forum: NES Hardware and Flash Equipment
Topic: How to fix a NES mainboard without 10NES lockout chip ?
Replies: 79
Views: 45855

Re: How to fix a NES mainboard without 10NES lockout chip ?

I just wanna say I'm glad this thread is still here. Wanted to replace a potentially dead CIC and this had exactly the info I needed. Also I'm surprised to find myself advocating for replacing the chip earlier in the thread, ha ha. I think my tolerance for desoldering work has drastically reduced in...
by rainwarrior
Wed Dec 29, 2021 11:55 am
Forum: NES Hardware and Flash Equipment
Topic: Understanding how the Zapper works
Replies: 15
Views: 735

Re: Understanding how the Zapper works

lifewithmatthew wrote: Sun Dec 19, 2021 6:24 pmBy any chance is there an FDS version of the zapper testing program?
No, but it's open source, and I could offer an FDS example program for you to try and transplant its code into.
by rainwarrior
Wed Dec 29, 2021 3:22 am
Forum: NESdev
Topic: Is there an assembler that supports unit testing?
Replies: 16
Views: 917

Re: Is there an assembler that supports unit testing?

I do find sim65 very useful for unit testing. Example: https://github.com/bbbradsmith/huffmunch/tree/master/danger/test The cc65 project had used it internally for this purpose for years without it being very well documented. I contributed a bit to the current documentation to help try and improve t...
by rainwarrior
Mon Dec 20, 2021 12:27 am
Forum: NESdev
Topic: incrementing a 16-bit address
Replies: 1
Views: 228

Re: incrementing a 16-bit address

Just FYI, even though the numbers may be stored in little endian, they are always written out in big-endian. $E021 is the byte after $E020. In memory they might look like $20 followed by $E0 though. If you want to load a byte from a 16-bit pointer stored at BACKGROUND_LOADING_ADDRESS, you need to us...
by rainwarrior
Thu Dec 16, 2021 9:24 pm
Forum: NES Hardware and Flash Equipment
Topic: Understanding how the Zapper works
Replies: 15
Views: 735

Re: Understanding how the Zapper works

It's been years since I looked at it, but I remember Duck Hunt doing something like this: 0. Trigger signal from gun. 1. One frame of black. Polls light sensor for the whole frame to make sure it reads as dark the whole time. If it reads light during this frame, it assumes it's not pointed at the TV...
by rainwarrior
Thu Dec 16, 2021 5:29 pm
Forum: NES Hardware and Flash Equipment
Topic: Understanding how the Zapper works
Replies: 15
Views: 735

Re: Understanding how the Zapper works

Your first post seemed to be describing functions of the games, not the gun. The gun is a little simpler: Light report The gun reports a 1 if it sees brightness (over some signal threshold), 0 if not. For the original gun, the brightness input has a high frequency highpass filter (somewhere around t...
by rainwarrior
Wed Dec 15, 2021 8:19 pm
Forum: NES Hardware and Flash Equipment
Topic: Understanding how the Zapper works
Replies: 15
Views: 735

Re: Understanding how the Zapper works

I was looking at the wiki page for the zapper and had some questions. Using a Tomee Light Gun I noticed that is only does light detection when the trigger is pulled. Is this how the original nes gun works? In my tests with that Gun, I found that the light detection is reported for about 1/2 a secon...
by rainwarrior
Wed Dec 08, 2021 7:02 pm
Forum: General Stuff
Topic: Best portable Famiclone from AliExpress
Replies: 12
Views: 625

Re: Best portable Famiclone from AliExpress

I'd like to know if there's a VT-family clone with the second APU feature that lets you supply your own ROMs (with a famicom or NES cartridge slot, or otherwise something easy to use), for testing and research purposes. It's been hard to try to find one, though, as products using them don't tend to ...
by rainwarrior
Mon Dec 06, 2021 2:11 pm
Forum: Other Retro Dev
Topic: Apple II dev
Replies: 3
Views: 305

Re: Apple II dev

I've been working on a cc65-based framework library for Apple II development, though it still needs a few more things before I'd call it release-ready. https://github.com/bbbradsmith/apple2flat My main frustration with the existing cc65 Apple II platform libraries is that they require DOS (taking up...
by rainwarrior
Sat Dec 04, 2021 12:11 pm
Forum: NES Graphics
Topic: Pixel editors at unusual ratios (such as 9:8)
Replies: 5
Views: 377

Re: Pixel editors at unusual ratios (such as 9:8)

Tepples already explained how to do it in GIMP, but here's a little video guide of the same:

https://mastodon.social/@rainwarrior/101094595421408024
by rainwarrior
Sat Dec 04, 2021 9:32 am
Forum: Test Forum
Topic: Test thread attempt #3
Replies: 1
Views: 127

Re: Test thread attempt #3

Yoooo!
by rainwarrior
Fri Jul 02, 2021 8:11 pm
Forum: NESdev
Topic: cc65 .byte signed/unsigned issue
Replies: 5
Views: 472

Re: cc65 .byte signed/unsigned issue

Ah, that's a good idea for tables of signed numbers! I'd not thought of using it for that before.
by rainwarrior
Fri Jul 02, 2021 6:30 pm
Forum: NESdev
Topic: cc65 .byte signed/unsigned issue
Replies: 5
Views: 472

Re: cc65 .byte signed/unsigned issue

Yes, the < operator takes the low 8 bits. A few examples: .byte v ; error if v doesn't fit in 8 bits (0-255) .byte <v ; low byte of v = v & $FF .byte >v ; high byte of v = (v>>8) & $FF .word v ; errors if v doesn't fit in 16 bits (0-65535) lda v ; ambiguous: could be 8-bit zeropage address, ...
by rainwarrior
Fri Jul 02, 2021 3:16 pm
Forum: NESdev
Topic: cc65 .byte signed/unsigned issue
Replies: 5
Views: 472

Re: cc65 .byte signed/unsigned issue

.feature force_range should disable all range checking. The second line should not fail if using that. What was the error you got for that? There are generally two ways to get around the range check. Either disable it (force_range) or use < as a prefix on the numbers that need to be manually trunca...
by rainwarrior
Thu Jun 24, 2021 2:56 pm
Forum: NESdev
Topic: Lots of Mesen hitbox script
Replies: 5
Views: 1451

Re: Lots of Mesen hitbox script

Rad!