Search found 181 matches
- Tue Jun 19, 2007 4:30 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
I ment the HEX address of the file. I found it though. I wanted to correct the timer to an actual second. If you wanna know what it is search the value 18 thoughout the file. It's over the 1000th address I know for sure. But now another question, how could I make the second digit loop back to the n...
- Thu Jun 14, 2007 2:10 am
- Forum: NESdev
- Topic: Gameboy and NES related: GB2NES ROM Conversion?
- Replies: 15
- Views: 9652
- Wed May 02, 2007 1:40 am
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
doppelganger, It would seem to make the most sense. Perhaps to avoid copyright issues, I should make people have to get a hold of the CHR data themselves. Other than that, it seems like it's a pretty long task. ^_^ How long did it take you again? :D EDIT: Though the RAM addresses are almost complet...
- Tue May 01, 2007 7:13 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
- Mon Apr 30, 2007 3:04 pm
- Forum: Newbie Help Center
- Topic: interlacing
- Replies: 23
- Views: 7257
- Mon Apr 30, 2007 3:01 pm
- Forum: NES Hardware and Flash Equipment
- Topic: cd-rom player
- Replies: 31
- Views: 8616
- Sun Apr 29, 2007 9:50 am
- Forum: NESdev
- Topic: Sonic 2 NES hoax [?]
- Replies: 106
- Views: 35036
- Sun Apr 29, 2007 9:46 am
- Forum: NESdev
- Topic: Sonic 2 NES hoax [?]
- Replies: 106
- Views: 35036
- Sun Apr 29, 2007 9:31 am
- Forum: NESdev
- Topic: Sonic 2 NES hoax [?]
- Replies: 106
- Views: 35036
If this guy was a type of Flame Warrior, he'd be Profundus Maximus.
http://redwing.hutman.net/~mreed/warrio ... aximus.htm
By the way tepples, I could not download your nsf file for some reason. :-(
http://redwing.hutman.net/~mreed/warrio ... aximus.htm
By the way tepples, I could not download your nsf file for some reason. :-(
- Wed Apr 25, 2007 7:48 am
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
Yes. It effectively shuffles around in memory which sprites get used for enemy, fireball, air bubble, block and misc objects so that one sprite object never stays in either a low or high-numbered sprite set for longer than a frame. The sprite offsets get shuffled every NMI (long, long after the DMA ...
- Mon Apr 23, 2007 9:05 am
- Forum: NESdev
- Topic: CPU-PPU alignment screws up SMB1 demo?
- Replies: 10
- Views: 4939
- Sun Apr 22, 2007 11:37 pm
- Forum: NESdev
- Topic: CPU-PPU alignment screws up SMB1 demo?
- Replies: 10
- Views: 4939
- Sat Apr 21, 2007 7:22 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
I get the feeling we missed something. <goes over thread again> Are you referring to this: How would I edit it so that the fireflower doesn't use h-flipping for the right half of the sprite? I really want to know this and I think an example of how to change something would help me a little. or somet...
- Fri Apr 20, 2007 2:27 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
- Wed Apr 18, 2007 7:03 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
Actually, I'm curious, what did you do to add the labels? Did you just work them in manually, or did you have a program that added as you disassembled the code? Additionally, what do you think of using a code data logger to help disassemble? I worked them in manually. The only things I used were a ...