This resource on HDMA does not mention OAM, which would suggest that it's not possible.
https://sneslab.net/wiki/HDMA
.
Perhaps a mid screen FORCE BLANK could do it.
Search found 3076 matches
- Fri Feb 02, 2024 6:06 am
- Forum: SNESdev
- Topic: Max sprites on-screen using the following approach . . .
- Replies: 9
- Views: 900
- Thu Sep 28, 2023 2:18 pm
- Forum: SNESdev
- Topic: How to upload a sound engine to the SPC700
- Replies: 3
- Views: 1825
Re: How to upload a sound engine to the SPC700
Believe it or not, the SNES APU RAM has a boot ROM program preloaded, for copying things to the APU RAM.
You just need to do a "handshake" and then a simple copy loop to send one byte at a time.
https://snes.nesdev.org/wiki/Booting_the_SPC700
You just need to do a "handshake" and then a simple copy loop to send one byte at a time.
https://snes.nesdev.org/wiki/Booting_the_SPC700
- Mon Jul 31, 2023 8:01 am
- Forum: Homebrew Projects
- Topic: Full Quiet - cryptic open-world mystery adventure platformer
- Replies: 32
- Views: 9142
Re: Full Quiet - cryptic open-world mystery adventure platformer
It's intentionally mysterious. The whole game is a puzzle with dozens of clues and things that need to be solved. It takes many many hours to solve them.
Sleeping in a cabin prevents the monster from killing you at night. Then you can save there.
And it was tested. A lot.
Sleeping in a cabin prevents the monster from killing you at night. Then you can save there.
And it was tested. A lot.
- Sun Jul 16, 2023 12:29 pm
- Forum: General Stuff
- Topic: Homebrew feels commercial by default now
- Replies: 27
- Views: 4394
Re: Homebrew feels commercial by default now
The game jams, nesdev compos... those felt like hobby.... People didn't expect to sell those little games. It was just for fun. but, then it became easier to produce cartridges, and so... yeah, any serious project is commercial by default. I agree, but you don't have to take that path. You do you ed...
- Thu Jul 13, 2023 6:48 pm
- Forum: NESdev
- Topic: NES image tools
- Replies: 6
- Views: 893
Re: NES image tools
Try the newest release. I removed the word "prism" from the binary, because there are several viruses called prism.
It seems to have fixed it on my computer. I downloaded it without Windows Defender complaining.
It seems to have fixed it on my computer. I downloaded it without Windows Defender complaining.
- Thu Jul 13, 2023 5:19 pm
- Forum: NESdev
- Topic: NES image tools
- Replies: 6
- Views: 893
Re: NES image tools
Yeah, my windows 10 computer won't let me download it. I don't believe it has a virus, but I don't know how to resolve it.
- Thu Jul 13, 2023 12:26 pm
- Forum: NESdev
- Topic: NES image tools
- Replies: 6
- Views: 893
NES image tools
I have made 2 different tools to convert images to NES graphics.
Nesifier converts to 4 color (1 palette)
and PRISM_NES converts to 13 colors (4 palettes)
https://github.com/nesdoug/NESIFIER/releases
https://github.com/nesdoug/PRISM_NES/releases
Nesifier converts to 4 color (1 palette)
and PRISM_NES converts to 13 colors (4 palettes)
https://github.com/nesdoug/NESIFIER/releases
https://github.com/nesdoug/PRISM_NES/releases
- Mon Jul 10, 2023 5:28 pm
- Forum: Homebrew Projects
- Topic: Full Quiet - cryptic open-world mystery adventure platformer
- Replies: 32
- Views: 9142
Re: Full Quiet - cryptic open-world mystery adventure platformer
One of the delays was
Garbage Pail Kids: Mad Mike and the Quest for Stale Gum
which popped up in the middle of the Full Quiet development and halted it.
Garbage Pail Kids: Mad Mike and the Quest for Stale Gum
which popped up in the middle of the Full Quiet development and halted it.
- Thu Jun 29, 2023 1:41 pm
- Forum: SNESdev
- Topic: Question about switching background modes mid-screen
- Replies: 61
- Views: 9312
Re: Question about switching background modes mid-screen
2048 index colour mode you mean Direct Color Mode (available in mode 3 and 4) you can't reasonably get 2048 colors. 3 of the color bits are "per tile" and having the entire tile be (for example) a little extra blue would probably not look good. So really it's more like a 256 color mode wi...
- Sun Jun 25, 2023 2:52 pm
- Forum: SNESdev
- Topic: Question about switching background modes mid-screen
- Replies: 61
- Views: 9312
- Sun Jun 25, 2023 1:38 pm
- Forum: SNESdev
- Topic: Question about switching background modes mid-screen
- Replies: 61
- Views: 9312
Re: Question about switching background modes mid-screen
Interlaced doesn't work right outside of Modes 5 and 6, such that it doesn't increase vertical resolution in other modes.
If you just skip the interlaced idea, I think it might be possible.
If you just skip the interlaced idea, I think it might be possible.
- Sun Jun 25, 2023 7:08 am
- Forum: SNESdev
- Topic: Question about switching background modes mid-screen
- Replies: 61
- Views: 9312
Re: Question about switching background modes mid-screen
do you think, generally speaking, it would be possible to display something like the mockup screen below on SNES (it's 512x448... no. assuming you need unique tiles for the entire screen. you would need 512x224 -> 64x28 = 1792 unique 4bpp tiles on screen (and then completely update the VRAM each fr...
- Wed Jun 07, 2023 11:02 am
- Forum: SNESdev
- Topic: Feedback for my incomplete (and from a beginner) guide for a school project
- Replies: 2
- Views: 1254
Re: Feedback for my incomplete (and from a beginner) guide for a school project
Here's my input. The z flag comments have the wrong branch opcodes. Should be BEQ and BNE The v overflow flag description is poor. What you have better describes the carry flag. The v flag is used (rarely) for signed math. It is set if a positive added to a positive results in a negative, or if a ne...
- Tue Jun 06, 2023 8:20 pm
- Forum: SNESdev
- Topic: how to make a tilemap's background
- Replies: 6
- Views: 1693
Re: how to make a tileset's background
Are you trying to put tiles on a tile map (display on a background layer)? And you want to calculate the position of a specific X/Y coordinate? Y64... makes me think you mean 64 pixels from the top. If tiles are set to 16x16 mode, then divide each number by 16. Your first example gives X=1, Y=2. The...
- Sat Jun 03, 2023 1:24 pm
- Forum: NESemdev
- Topic: Anyone doing automated regression testing?
- Replies: 4
- Views: 1656
Re: Anyone doing automated regression testing?
testing if every single title reached the title screen took several hours/days. I believe there's even a game that crashes on the very last level if something is wrong in the emulation. Which would require you to play through the entire game to test it properly. I think it was Speedy Gonzales, but ...