Search found 4918 matches
- Sat Mar 23, 2024 1:53 pm
- Forum: Other Retro Dev
- Topic: How many color on some retro console
- Replies: 11
- Views: 1055
Re: How many color on some retro console
Game boy color does not have color 0 replaced by a single background color, color 0 of each palette is always drawn on the screen. That gives 32 colors for background tiles, and 24 colors for sprite tiles. 56 colors. But several GBC games will rewrite the palette scanline-by-scanline for the so-call...
- Fri Mar 22, 2024 3:24 pm
- Forum: NES Graphics
- Topic: Palette collection
- Replies: 5
- Views: 799
Re: Palette collection
2C05/2C07 (the RGB PPU found in arcade machines) has a true RGB palette. It just doesn't resemble the NES palette all that closely.
- Mon Mar 18, 2024 10:26 pm
- Forum: NESdev
- Topic: Forbidden Four: Space Bounty
- Replies: 1
- Views: 213
Re: Forbidden Four: Space Bounty
Would suggest removing the BPS file, when applied to an empty file, you get most of the ROM data from the other games. Not enough to actually run the game though.
- Thu Mar 14, 2024 3:06 pm
- Forum: NESdev
- Topic: NTSC timing questions
- Replies: 7
- Views: 584
Re: NTSC timing questions
Missing dot also screws up game captures (next 16 scanlines have a curve to them), and jitters on real TVs. You generally don't see this unless you play with the vertical hold knob, but the jittery scanline 0 is real.
- Wed Mar 13, 2024 10:47 am
- Forum: NESdev
- Topic: NTSC timing questions
- Replies: 7
- Views: 584
Re: NTSC timing questions
"in 341 pixel resolution we only have 227.5 samples of color" The 341 pixels also includes the vblank hblank, vsync horizontal sync, colorburst, and overscan area. The actual visible area is the 256 pixels. So then you have about 170.6666 "pixels" worth of color information. But ...
- Sat Mar 09, 2024 9:28 pm
- Forum: NESdev
- Topic: nescartdb submission system expectations
- Replies: 14
- Views: 2469
Re: nescartdb submission system expectations
Static doesn't mean no JS.
- Sat Mar 09, 2024 2:42 pm
- Forum: Newbie Help Center
- Topic: NES Game I wrote in 1990
- Replies: 11
- Views: 676
Re: NES Game I wrote in 1990
Which OCR software is freely available and good for code? Shouldn't have to retype stuff when scanners and OCR exist.
- Sat Mar 09, 2024 12:23 pm
- Forum: Other Retro Dev
- Topic: GBA flashcart abnormal behavior in NDS
- Replies: 2
- Views: 226
Re: GBA flashcart abnormal behavior in NDS
The scratchy noises happen any time a GBA game crashes. The game is still playing DMA sound, and when the vblank interrupt doesn't run to reset the sound pointer, it just keeps playing forever. Mother 3 uses FLASH512_V13 as the save type, not battery-backed SRAM. As for why the game is crashing? No ...
- Sat Feb 24, 2024 10:46 pm
- Forum: NESdev
- Topic: MMC5 and third pattern nametable
- Replies: 30
- Views: 2325
Re: MMC5 and third pattern nametable
When it's time to fetch the sprite graphics (around x=257), it does bank switching to make the sprites come from another graphics bank. Then when it's time to fetch background tiles again (around x=337) it switches back.
Also image is missing now?
Also image is missing now?
- Sat Feb 24, 2024 6:01 pm
- Forum: NESemdev
- Topic: How are SFX played over music?
- Replies: 7
- Views: 548
Re: How are SFX played over music?
I assume you just play another sound effect to stop the charge sound?
Playing song F0 is used by Mega Man 5 to stop music.
Playing song F0 is used by Mega Man 5 to stop music.
- Fri Feb 23, 2024 3:32 pm
- Forum: NESdev
- Topic: Running mapper 206 as MMC3
- Replies: 8
- Views: 523
Re: Running mapper 206 as MMC3
So in other words, Nintendulator NRS (and not actual Nintendulator) is ignoring the mirroring state from the iNES Header, not performing the boot-time write to the A000 register, and instead you just get Vertical Mirroring regardless of what the NES header says. So that just means that Nintendulator...
- Fri Feb 23, 2024 1:52 pm
- Forum: NESdev
- Topic: Running mapper 206 as MMC3
- Replies: 8
- Views: 523
Re: Running mapper 206 as MMC3
I just tested out 80 different mapper 206 games, and every single one of them worked fine (booted and scrolled correctly) when changed to mapper 4.
What game is specifically not working correctly?
What game is specifically not working correctly?
- Fri Feb 23, 2024 12:02 pm
- Forum: NESdev
- Topic: Running mapper 206 as MMC3
- Replies: 8
- Views: 523
Re: Running mapper 206 as MMC3
It appears that no MMC3 games shipped that required hardwired mirroring, so no MMC3 cartridges with hardwired mirroring were ever produced. Except for Rad Racer II which used 4-screen. (Gauntlet was also 4-screen but was not MMC3) According to Quietust's post, Nintendulator is initializing the mirro...
- Fri Feb 23, 2024 12:40 am
- Forum: NESemdev
- Topic: How are SFX played over music?
- Replies: 7
- Views: 548
Re: How are SFX played over music?
Just tested out Megaman 4's NSF. Init is 8003 and play is 8000. If you call Init with a sound effect number while the music is playing, it will play a sound effect while continuing to play the music. It works in some games, but not others. Some NSFs use a track replacement lookup table at the beginn...
- Thu Feb 22, 2024 2:02 pm
- Forum: NESemdev
- Topic: How are SFX played over music?
- Replies: 7
- Views: 548
Re: How are SFX played over music?
I haven't tried it yet, but what happens if you call Init (specifying sound effect number) without clearing the state first?