Search found 1580 matches

by calima
Sat Oct 01, 2022 12:21 am
Forum: NESemdev
Topic: Converting CHR RAM to RGBA textures
Replies: 3
Views: 766

Re: Converting CHR RAM to RGBA textures

I echo rainwarrior, write a shader to do your indexing. Also do not bother with partial updates, a 128kb texture is so small the overhead of fetching and locking over pcie will be more than just re-uploading it wholesale. The palette is so small it should be sent as uniforms instead of a texture. Sh...
by calima
Sat Sep 24, 2022 10:41 pm
Forum: NES Hardware and Flash Equipment
Topic: Mystery regarding UA6528 lot numbers
Replies: 5
Views: 370

Re: Mystery regarding UA6528 lot numbers

Could be the failing series is typical Chinese "fourth shift", where the employees used the production line for their own benefit, and used inferior parts (which then failed quickly). Of course an official screwup is also possible.
by calima
Fri Sep 23, 2022 11:15 pm
Forum: SNESdev
Topic: Help dumping a SNES indie cart
Replies: 7
Views: 522

Re: Help dumping a SNES indie cart

The rom is just a google search away? I mean, by all means fix your dumping process, but from a time perspective...
by calima
Thu Sep 22, 2022 11:18 pm
Forum: NES Hardware and Flash Equipment
Topic: INL-retro-progdumper New Software
Replies: 3
Views: 367

Re: INL-retro-progdumper New Software

Zoldark wrote: Thu Sep 22, 2022 7:05 pm I sure do wish their was a Raw Dump Method that didn't rely on supported Mappers.
That's the "desolder the flash/rom chip and read it in a chip programmer" method.
by calima
Thu Sep 22, 2022 12:14 am
Forum: NESdev
Topic: Does 30 fps look too uncanny for a retro style game?
Replies: 14
Views: 847

Re: Does 30 fps look too uncanny for a retro style game?

It's totally fine to run at 30fps as long as it's stable. So no "sometimes 60, occasional drops to 30" - if you can't do 60, have the fast frames sleep so they are 30fps.
by calima
Wed Sep 21, 2022 11:51 pm
Forum: Other Retro Dev
Topic: How to edit (existing) Game Boy Color palettes?
Replies: 6
Views: 380

Re: How to edit (existing) Game Boy Color palettes?

The dev-oriented emulators show you the palettes in hex, so you don't have to compare colors by eye. Just search for the hex numbers it gives. I can't tell you which GB emus do that unfortunately.
by calima
Wed Sep 21, 2022 12:41 am
Forum: Other Retro Dev
Topic: How to edit (existing) Game Boy Color palettes?
Replies: 6
Views: 380

Re: How to edit (existing) Game Boy Color palettes?

The principle is the same. The complications are also the same (if the game uses compression, etc etc, that simple approach won't work on either platform).
by calima
Sun Sep 18, 2022 10:33 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 48
Views: 12793

Re: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?

Aren't folks reselling the Switch N64 controllers on ebay? They're so rarely available directly from Nintendo, a small premium may be worth it.
by calima
Wed Sep 14, 2022 3:37 am
Forum: SNESdev
Topic: Need Help Getting Mega Man X SA-1 Rom Hack to work on Hardware.
Replies: 11
Views: 827

Re: Need Help Getting Mega Man X SA-1 Rom Hack to work on Hardware.

Unlikely any tool can remove them all.
by calima
Sat Sep 10, 2022 10:28 pm
Forum: NESdev
Topic: Between mmc1 and mmc3, which one is more convenient for manufacturing an actual cartridge?
Replies: 11
Views: 927

Re: Between mmc1 and mmc3, which one is more convenient for manufacturing an actual cartridge?

MMC3 is far nicer to program than MMC1, pricewise they're quite close. I don't have any info on if the chip shortage affects one more than the other, but I would assume they're similar on that front.
by calima
Fri Sep 09, 2022 10:38 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 48
Views: 12793

Re: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?

It's surprising to hear about a lack of testers, when the more common complaint is a swarm of them (because they get a free ROM that way).
by calima
Sun Sep 04, 2022 11:07 pm
Forum: SNESdev
Topic: Does Jurassic Park use pseudo high-res mode?
Replies: 91
Views: 3928

Re: Does Jurassic Park use pseudo high-res mode?

Eh, I had a massive improvement using the S-video cable on N64 over composite. You're looking at the wrong parts, it doesn't help 3d AA blurriness, but text got way better.
by calima
Wed Aug 31, 2022 7:26 am
Forum: SNESdev
Topic: SRAM protection?
Replies: 24
Views: 1299

Re: SRAM protection?

Do you mean GBA? There was no Mario Kart for GBC.
by calima
Sun Aug 28, 2022 11:18 pm
Forum: SNESdev
Topic: SRAM protection?
Replies: 24
Views: 1299

Re: SRAM protection?

All the Pokemon games, even the original Red/Blue, keep a copy of the saves. I suppose that's essential when the battery can run out when saving though.
by calima
Mon Aug 22, 2022 10:51 pm
Forum: SNESdev
Topic: Protecting against stack overflow/underflow
Replies: 30
Views: 1460

Re: Protecting against stack overflow/underflow

I don't see any perf issues with this really. It's not like we're still running P3s that can barely emulate SNES, even if you're running an inefficient emu and checking your stack ops in lua/whatever, it will still run at full speed. A native compiled check? Leaf in the wind.