Search found 452 matches

by Fiskbit
Sat Jul 02, 2022 7:48 am
Forum: NESdev
Topic: Optimizing the usage of character-related data
Replies: 19
Views: 729

Re: Optimizing the usage of character-related data

How did commercial games, apart from "Blaster Master", handle this? How are the enemy status values in "Super Mario Bros.", "Castlevania", "Mega Man" etc. stored and used? Using X as a dedicated object index as others have described is very common across a lo...
by Fiskbit
Fri Jul 01, 2022 12:03 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1163

Re: Regarding SNES' object limitations

Please keep the YouTube-comment-style fanboy console warring on YouTube.
by Fiskbit
Mon Jun 27, 2022 2:49 am
Forum: NESemdev
Topic: Trying to render nestest graphics
Replies: 6
Views: 433

Re: Trying to render nestest graphics

That typically means the code is waiting for an NMI. You may have missed an NMI enable somehow.
by Fiskbit
Mon Jun 27, 2022 1:41 am
Forum: NESemdev
Topic: Trying to render nestest graphics
Replies: 6
Views: 433

Re: Trying to render nestest graphics

By cursor state, I mean the position of the * alongside the left side of the list of tests. This is the code responsible for drawing the cursor. It is run every frame: .. --------sub start-------- C261 A5 D7 LDA $D7 C263 18 CLC C264 69 04 ADC #$04 C266 A8 TAY C267 A9 84 LDA #$84 C269 8D 00 20 STA Pp...
by Fiskbit
Sun Jun 26, 2022 5:00 pm
Forum: NESemdev
Topic: Trying to render nestest graphics
Replies: 6
Views: 433

Re: Trying to render nestest graphics

The cursor state is being written every single frame to nametable addresses $2002-2202, written vertically (so each write to $2007 increments by 32 instead of 1). Your image is cutting off the top and bottom rows of the screen (you're outputting 256x224 instead of 256x240), so it's possible that you...
by Fiskbit
Thu Jun 23, 2022 2:34 am
Forum: NESdev
Topic: How does Castlevania 3 render the character switch animation?
Replies: 5
Views: 865

Re: How does Castlevania 3 render the character switch animation?

I've not looked into it myself, but my understanding is that it swaps out the CHR bank used by the character for one with blank graphics.
by Fiskbit
Sun Jun 12, 2022 1:45 pm
Forum: phpBB Issues
Topic: Losing login cookie constantly
Replies: 11
Views: 754

Re: Losing login cookie constantly

I still don't know what's going on and have asked brizzo. Regarding HttpOnly, from what I've seen online, it's a security feature that tells the browser to only allow the cookie to be accessed by the server. If something else such as a client side script tries to access it, it gets an empty string. ...
by Fiskbit
Sat Jun 11, 2022 4:32 am
Forum: phpBB Issues
Topic: Losing login cookie constantly
Replies: 11
Views: 754

Re: Losing session cookie constantly

Thanks for the report. We're not really sure what's going on here. At the moment, we're guessing it might be something on your end or with your ISP, but it's hard to say. We haven't heard of this happening to anyone else yet, and there's not much information online about the error you posted. If any...
by Fiskbit
Sat Jun 04, 2022 6:56 pm
Forum: NES Hardware and Flash Equipment
Topic: Demo Vision
Replies: 44
Views: 2392

Re: Demo Vision

I believe skipping PPU A3 means that a single RAM holds just one of the bitplanes for all the tiles, rather than having all the bitplanes for half the tiles. I'm curious how frame the data is written into the RAMs because I'd like to know what exactly should happen if the current buffer is switched ...
by Fiskbit
Thu Jun 02, 2022 4:52 pm
Forum: NES Hardware and Flash Equipment
Topic: Demo Vision
Replies: 44
Views: 2392

Re: Demo Vision

Really sorry, but i can make any damege at the gameboys trying to do that. No problem, I totally understand. I've got some rare Famicom stuff I can't open without causing damage, which I'd like to avoid. Do we know what the part# is of the PAL chip? I am wondering if some pins are known to be input...
by Fiskbit
Wed Jun 01, 2022 5:37 pm
Forum: NES Hardware and Flash Equipment
Topic: Demo Vision
Replies: 44
Views: 2392

Re: Demo Vision

Hooo man I wish live ner by you and give you the machines to study the whole board. If any pic or video is needed just let me know please. I'd really appreciate a picture of the inside of the Game Boy that shows more clearly how the cable connects. We have the image below, but it is difficult to fo...
by Fiskbit
Wed Jun 01, 2022 5:37 pm
Forum: NES Hardware and Flash Equipment
Topic: Demo Vision
Replies: 44
Views: 2392

Re: Demo Vision

Hooo man I wish live ner by you and give you the machines to study the whole board. If any pic or video is needed just let me know please. I'd really appreciate a picture of the inside of the Game Boy that shows more clearly how the cable connects. We have the image below, but it is difficult to fo...
by Fiskbit
Tue May 31, 2022 9:40 pm
Forum: NES Hardware and Flash Equipment
Topic: Demo Vision
Replies: 44
Views: 2392

Re: Demo Vision

U13 and U25 must be the RAMs that store the Gameboy video image. U38 is CIRAM. U45 is the normal Famicom latch that turns PPU AD0..7 into PPU A0..7. It is pinned out the same way as in the Famicom. I think U13 and U25 are one Game Boy frame buffer and U16 and U28 are another. OUT1 should swap betwe...
by Fiskbit
Tue May 31, 2022 4:55 pm
Forum: nesdevWiki
Topic: Moving pages to snes.nesdev.org subdomain
Replies: 7
Views: 402

Re: Moving pages to snes.nesdev.org subdomain

It's an NES-compatible controller, so I documented it on the NES wiki. I have a preference for it staying there, since if you really need a lot of buttons, it's a great option as it's an official controller with 27 independent buttons and isn't too hard to find. I could see an argument for moving it...
by Fiskbit
Tue May 31, 2022 4:37 pm
Forum: General Stuff
Topic: On Securing NesDev's Forum/Wiki Future...
Replies: 4
Views: 450

Re: On Securing NesDev's Forum/Wiki Future...

Indeed, we had a six month period last year where the forums started randomly deleting users, so the old admin disabled the forums and didn't fix them. We put a lot of work into scraping posts using moderator accounts that could still access them, though we eventually got access to the server and we...