Search found 28 matches

by visy
Wed May 09, 2012 11:00 am
Forum: Homebrew Projects
Topic: Mind Control Trilogy (Preview) (NES Demo)
Replies: 46
Views: 20819

Hi. I'm the creator of this demo. Thanks for the interesting polarized conversation and analysis. The demo is exactly as intended: when my video player just wasn't ready for the Assembly party competitions, I decided to use it as is and found really interesting emergent glitches on the real hardware...
by visy
Thu Jan 01, 2009 1:09 pm
Forum: NESdev
Topic: 4 Channel wavetable on the NES
Replies: 16
Views: 13697

It's working well. There's not much limit to how complex sequence data can be, since it can be processed like in any player, just with the inserted calls to make_sample. The NMI technique also works well, allowing time to be broken into samples, and not having to worry about how many samples some p...
by visy
Mon Feb 11, 2008 11:35 pm
Forum: NESdev
Topic: Attention: wAMMA
Replies: 9
Views: 5379

2) you don't back up your registers on NMI Does that mean that I should do an IRQ-style backup of all 6502 registers, pushing them to stack? 3) you enable NMIs during VBlank, without first clearing the VBlank flag (this triggers an immediate NMI) This is probably just some bit toggled when it's not...
by visy
Fri Aug 24, 2007 3:23 am
Forum: NESdev
Topic: Some new NES demoscene stuff
Replies: 22
Views: 17300

Glad you asked, No Carrier! N.O.S.F.E. is a nametable tool to end all nametable tools, specifically developed for NES development. It looks something like this: http://www.cs.uta.fi/~vp79799/demotool.jpg (older version, but it's still pretty much the same). All the nametable content in Kojiki was ge...
by visy
Tue Aug 21, 2007 6:02 am
Forum: NESdev
Topic: Some new NES demoscene stuff
Replies: 22
Views: 17300

But does one have to live in Europe to make a demo? It sure seems that way. Heh, well, it seems to be mainly european thing, really. Maybe it's because all the big "copyparties" and demoparties started in Europe. There are _some_ US sceners too, though. I myself have coded some NTSC stuff...
by visy
Tue Aug 21, 2007 2:40 am
Forum: NESdev
Topic: Some new NES demoscene stuff
Replies: 22
Views: 17300

Some new NES demoscene stuff

Hey, back again after a long silence! I've been mostly coding Atari 2600 demos for about a year, but I'm back developing on the NES! New demoscene NES productions of interest: http://pouet.net/prod.php?which=31326 (new demo by me) http://pouet.net/prod.php?which=31539 (not by us, but VERY cool none ...
by visy
Mon Dec 04, 2006 1:39 pm
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

It looks pretty much the same as that in Nestopia and Nintendulator, so it's probably right.
Yeah, I ran out of time so that particular effect looks pretty lame.
by visy
Sun Oct 22, 2006 12:48 am
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

Another quick intro, this time featuring MMC3 and sampled technospeech :)

http://pouet.net/prod.php?which=26832

Also, and big scroller and some big bitmap mayhem. PAL.
by visy
Tue Sep 19, 2006 10:09 am
Forum: Newbie Help Center
Topic: MMC3 IRQ multiple times?
Replies: 1
Views: 1797

MMC3 IRQ multiple times?

Is it possible to trigger the scanline IRQ multiple times during a frame, or do I just have to use the IRQ as a starting point for timed code?

I'm still working with some scanline effects and I felt this would be the easiest way to do it.
by visy
Sun Sep 17, 2006 8:10 am
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

Muchaserres wrote:Yeah, really cool demo! How well does it perform on the real thing?
Everything is pretty much the same on the real console, the cokecan part has some little rasterbugs.
by visy
Sun Sep 17, 2006 6:56 am
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

Could you point out the PAL NES <--> best emulators (Nintendulator/Nestopia) differences of this demo?
It's mostly colors and the coke can / rasterbars effect. Somehow they just don't look right to me. The coke can is buggy anyway (I'm still trying to work out what I'm doing wrong).
by visy
Sun Sep 17, 2006 6:54 am
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

tepples wrote:Would it be too hard to make an NTSC version?
Somewhat hard, yes. I would have to optimize a lot of the code (because it's not very good) for it'll spill outside vblank if I don't.
by visy
Sat Sep 16, 2006 4:21 pm
Forum: NESdev
Topic: My demoscene project completed
Replies: 22
Views: 14338

My demoscene project completed

My 64k intro for the PAL NES is ready, and can be downloaded from:

http://pouet.net/prod.php?which=26485

It's nothing special, and it's a little buggy too, but at least the music is good ;)

Uses CNROM.
by visy
Tue Aug 29, 2006 11:55 am
Forum: Newbie Help Center
Topic: Sprite DMA problems
Replies: 14
Views: 5983

Disch wrote: visy: Could fuzb be using a famiclone rather than a PAL NES? Some famiclones trip an NMI 20 scanlines before VBlank ends rather than 70 in order to make them more compatible with NTSC games.
No, he uses a stock PAL NES.
by visy
Tue Aug 29, 2006 10:35 am
Forum: Newbie Help Center
Topic: Sprite DMA problems
Replies: 14
Views: 5983

Moving the DMA upwards the frame fixed it! Thanks for all the suggestions, developement on emulators is really frustrating at times ;)