Search found 516 matches

by Fiskbit
Mon Sep 26, 2022 12:51 am
Forum: NESemdev
Topic: Count Errors Test ROM and some new DMC glitch info
Replies: 57
Views: 4613

Re: Count Errors Test ROM and some new DMC glitch info

Lockster has run my dmc_dma_implicit_stop_test on different 2A03G's in the same console. He found that his 1987 and 1989 G's fail (no 4-cycle blips) and two 1991 G's pass (yes 4-cycle blips). This confirms that the behavior is definitely caused just by differences in the CPU and that there are at le...
by Fiskbit
Sun Sep 25, 2022 2:17 am
Forum: NES Hardware and Flash Equipment
Topic: Help collecting pictures of CPU and PPU packages
Replies: 18
Views: 1120

Re: Help collecting pictures of CPU and PPU packages

Nice to have more RGB PPUs pictured! Do you happen to have any full-chip pictures of the RP2C03B, RP2C04-0001, or RP2C04-0004? They're cropped down on the wiki because the pictured chips have heatsinks on them. I can supply images of B and D chips with heatspreaders, if those are interesting. I've n...
by Fiskbit
Sat Sep 24, 2022 8:33 am
Forum: NESdev
Topic: SMB1 Hacking
Replies: 17
Views: 1009

Re: SMB1 Hacking

I've merged them, except for Change to Winter Graphics? because the posts wouldn't be contiguous in this thread. That topic looks finished, though, so I think there's no harm in leaving it separate.
by Fiskbit
Thu Sep 22, 2022 7:22 am
Forum: NESdev
Topic: Does 30 fps look too uncanny for a retro style game?
Replies: 14
Views: 762

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

30 FPS games feel noticeably less smooth than 60 FPS games. They're still fine, and a stable framerate is worth a lot, but almost every game on the NES is 60 FPS and so it's definitely noticeable when you play one that runs slower. That's not necessarily a problem, and being able to do more at a low...
by Fiskbit
Wed Sep 21, 2022 11:47 pm
Forum: NESdev
Topic: Gameplay actions that don't need to be done every frame
Replies: 7
Views: 505

Re: Gameplay actions that don't need to be done every frame

Zelda 1 has an interesting strategy where enemies all spawn 1 frame apart, which spreads out their background collision checks so they usually don't all happen on the same frame.
by Fiskbit
Mon Sep 19, 2022 9:04 pm
Forum: Reproduction
Topic: Issue with repro of "The Legend of Zelda Redux"
Replies: 8
Views: 520

Re: Issue with repro of "The Legend of Zelda Redux"

Not sure about the file... I think I took special attention to use what the hack requires The problem isn't your source file. The patching process is turning your 128 KB input ROM into a 177 KB output ROM. Files only increase in size from patching if the patch includes changes that are beyond the e...
by Fiskbit
Mon Sep 19, 2022 6:12 am
Forum: Reproduction
Topic: Issue with repro of "The Legend of Zelda Redux"
Replies: 8
Views: 520

Re: Issue with repro of "The Legend of Zelda Redux"

Got it, sorry for the confusion regarding the headers. The file size is still bizarre, though; the resulting ROM should not be 177 KB. And yeah, I wrote the MMC1 animation stuff hoping they'd abandon MMC5, since they switched to it specifically for background animation. Knowing that people insist on...
by Fiskbit
Mon Sep 19, 2022 3:57 am
Forum: Reproduction
Topic: Issue with repro of "The Legend of Zelda Redux"
Replies: 8
Views: 520

Re: Issue with repro of "The Legend of Zelda Redux"

The MMC1 version of this hack, which is indeed what you should be using, requires different hardware from the original Zelda. Instead of an 8 KB CHR-RAM chip, it needs a 32 KB one to support the animated backgrounds. You're seeing animation problems, suggesting this is your issue. Separately, I'm ba...
by Fiskbit
Thu Sep 15, 2022 4:39 am
Forum: Homebrew Projects
Topic: Counting Button Presses
Replies: 5
Views: 619

Re: Counting Button Presses

Indeed, a normal button press is probably almost always longer than a frame. For games with tricks that require one-frame taps, such as the 'screen scroll' glitch in Zelda where Link wraps from one side of the screen to the other, people usually come up with some unusual method of pressing to make i...
by Fiskbit
Fri Sep 09, 2022 7:01 pm
Forum: Homebrew Projects
Topic: Counting Button Presses
Replies: 5
Views: 619

Re: Counting Button Presses

I guess one other detail to add is that sufficiently-fast button presses can be missed entirely. There is normally about 1 frame between joypad strobes, and any button state changes in the mean time won't get seen. So, if the button was pressed and released faster than 1 frame, which I'm pretty sure...
by Fiskbit
Fri Sep 09, 2022 4:40 pm
Forum: Homebrew Projects
Topic: Counting Button Presses
Replies: 5
Views: 619

Re: Counting Button Presses

The console doesn't have a limit on the number of button presses per second, per se. It's convenient to read input once per frame, and so you normally have about 60 reads per second (and thus 30 presses (ie toggles) per second), but input could be read hundreds, perhaps thousands of times in a singl...
by Fiskbit
Wed Sep 07, 2022 8:26 am
Forum: NES Hardware and Flash Equipment
Topic: M8 kiosk
Replies: 17
Views: 1067

Re: M8 kiosk

You may be thinking of the M82 kiosk, which takes cartridges instead of NROM chipsets. It has a game select button and holds 12 games, with labels externally visible. Unlike the M8, it contains a custom chip which I don't believe has been publicly documented.
by Fiskbit
Sun Sep 04, 2022 9:17 pm
Forum: NES Hardware and Flash Equipment
Topic: Issues with Everdrive N8 and Blinking Light Win
Replies: 3
Views: 356

Re: Issues with Everdrive N8 and Blinking Light Win

Is this an Everdrive N8 classic or Pro? Most frontloader consoles have a revision G PPU, which has an issue exacerbated by long traces where PPU OAM can corrupt. This issue frequently occurs with modern cartridge hardware, but very rarely with contemporary cartridges (except the FDS, where this is m...
by Fiskbit
Sun Sep 04, 2022 3:13 pm
Forum: NES Hardware and Flash Equipment
Topic: M8 kiosk
Replies: 17
Views: 1067

Re: M8 kiosk

Voodooween's unit has the timer removed, so he's not sure. That makes me wonder if the device is smart enough to disable the timer if there is no switch connected. There are probably people on Twitter (Steve Lin?) who have this and can provide more info on timer behavior. The M8 doesn't use any cust...
by Fiskbit
Sat Sep 03, 2022 12:54 am
Forum: NES Hardware and Flash Equipment
Topic: M8 kiosk
Replies: 17
Views: 1067

Re: M8 kiosk

This is purely a matter of definitions and context. There is nontrivial cartridge-side hardware and it is clearly mapping memory, either of which is good enough for me to call it a mapper. However, from the context of a header format, it should not be designated a mapper number because there is no s...