Search found 888 matches
- Sat Mar 23, 2024 2:33 pm
- Forum: Other Retro Dev
- Topic: How many color on some retro console
- Replies: 11
- Views: 1049
Re: How many color on some retro console
This isn't relevant to any existing systems, but as a fun note, the NES' EXT output actually doesn't have a single backdrop color; rather, the transparent color is color 0 of that sliver's background palette. So, backgrounds in this mode really do have 4 colors each, with one of them always lower pr...
- Mon Mar 18, 2024 2:07 pm
- Forum: NESdev
- Topic: Wiki: 6502 assembly optimisations - possible mistake
- Replies: 5
- Views: 520
Re: Wiki: 6502 assembly optimisations - possible mistake
That correction looks right to me. I've made the change on the wiki. Thanks for reporting it!
- Sun Mar 17, 2024 5:29 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Famicombox Ice Hockey and Volleyball
- Replies: 56
- Views: 10355
Re: Famicombox Ice Hockey and Volleyball
famicombox.jp has a software list here that concludes there are 38 games (counting both variations of Punch-Out separately) and has most of the actual box sets, according to a sales flyer. Apparently there were 3 different 10-cart sets and the option to add an additional 5-cart set to the order. The...
- Sat Mar 16, 2024 7:12 pm
- Forum: NESemdev
- Topic: ABS,X and (ZP),Y dummy read test ROM
- Replies: 19
- Views: 23975
Re: ABS,X and (ZP),Y dummy read test ROM
I love blargg's tests, but I find the source code extremely difficult to understand when the tests fail. It looks like the set_test macro takes a test code and name. The test code is the error code if that test fails. So if the error is 3, that means that one of the tests posted above by creaothcean...
- Wed Mar 13, 2024 12:52 pm
- Forum: NESdev
- Topic: NTSC timing questions
- Replies: 7
- Views: 582
Re: NTSC timing questions
I don't know much about NTSC, but your original calculation of 282.4 matches up with the size of the actual image in each scanline, which is 283 pixels wide (with forced grayscale on the leftmost pixel). While the picture region is only 256 pixels, there is a border to the left and right in which th...
- Tue Mar 12, 2024 10:07 pm
- Forum: NESdev
- Topic: Arkanoid II (FC) 2-Player using Vaus
- Replies: 1
- Views: 232
Re: Arkanoid II (FC) 2-Player using Vaus
I think It should be as simple as plugging an Arkanoid I or II controller into an Arkanoid II controller. I did a lot of research on these controllers a couple years ago for the wiki , but now I'm questioning whether I actually tested 2 controllers in Arkanoid II; I may not have. If you have a flash...
- Fri Mar 08, 2024 3:16 pm
- Forum: Newbie Help Center
- Topic: NES Game I wrote in 1990
- Replies: 11
- Views: 675
Re: NES Game I wrote in 1990
Most any NES emulator will do, but as above, I recommend Mesen, as it is extremely accurate and has powerful debugging tools. If your game does not have an iNES header, you'll need one for emulators to run it. This is an emulation-specific header that tells emulators what cartridge hardware your gam...
- Thu Mar 07, 2024 6:47 pm
- Forum: SNESdev
- Topic: Mesen-S - SNES Emulator
- Replies: 392
- Views: 292048
Re: Mesen-S - SNES Emulator
One question, do you happen to know where can i find information about locating sprites using hex editor?, i mean, taking the info that the debugger shows you and using it to find where the sprites are in the hex editor, thanks!. In the future, please avoid quoting people in random threads to ask u...
- Thu Mar 07, 2024 6:40 pm
- Forum: Newbie Help Center
- Topic: NES Game I wrote in 1990
- Replies: 11
- Views: 675
Re: NES Game I wrote in 1990
In terms of actually running your game, Mesen is the best development emulator and has very high accuracy, and it does run on Mac, but lacks gamepad support there. For Intel Macs, you can get the newest build here . If you don't have an Intel Mac, you'll have to build it yourself, but Sour may be ab...
- Sat Mar 02, 2024 9:42 pm
- Forum: Newbie Help Center
- Topic: How to push solid blocks using assembly language
- Replies: 6
- Views: 577
Re: How to push solid blocks using assembly language
There are a few ways. The general concept is that you remove the block from the nametables and a mutable representation of the screen that you use for collision, then you draw the moving block with sprites until it settles, and then you put it back in the nametables and collision map at the new loca...
- Fri Mar 01, 2024 11:24 pm
- Forum: Newbie Help Center
- Topic: Issues Making Pong
- Replies: 2
- Views: 324
Re: Issues Making Pong
Could you also post your ROM? It's usually easier for people to help with a ROM because then we can see how the behavior is wrong and more quickly find the issue with Mesen's powerful debugging tools. This is enough code that it's kind of hard to find the issue. I do see a few bugs in the code, thou...
- Fri Mar 01, 2024 8:15 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Xi Tian Qu Jing II (Unl) Crash Issue
- Replies: 8
- Views: 583
Re: Xi Tian Qu Jing II (Unl) Crash Issue
Oh, this is one of those unlicensed games that keeps the PPU in slave mode the whole time? People should be careful about that; it's possible (though not confirmed) that this can damage the PPU, because it makes the PPU output signals on pins that are shorted to ground. For reference, NewRisingSun p...
- Fri Mar 01, 2024 1:15 am
- Forum: NES Hardware and Flash Equipment
- Topic: Xi Tian Qu Jing II (Unl) Crash Issue
- Replies: 8
- Views: 583
Re: Xi Tian Qu Jing II (Unl) Crash Issue
You're right, it's Dendy, not PAL. The ROM I found called it PAL (and uses an iNES header, which doesn't really specify), but the NES 2.0 database used by Mesen contains this game and correctly marks it as Dendy. Mesen has an Auto region feature that will automatically run the game according to the ...
- Wed Feb 28, 2024 7:18 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Xi Tian Qu Jing II (Unl) Crash Issue
- Replies: 8
- Views: 583
Re: Xi Tian Qu Jing II (Unl) Crash Issue
I think your issue is that you're running this PAL Dendy game in NTSC mode. In my own playthrough and using your saved state on a Mesen v2 build from 1/20/2024, I didn't encounter any issue, but forcing the game into NTSC mode, it crashes as described. PAL timings are very different from NTSC, and f...
- Wed Feb 28, 2024 3:46 pm
- Forum: Homebrew Projects
- Topic: Universal Lady Bug Arcade Game 1981
- Replies: 11
- Views: 2623
Re: Universal Lady Bug Arcade Game 1981
You have no need to apologize; your health comes first. Good luck on your recovery!