Search found 181 matches

by doppelganger
Wed Dec 02, 2009 5:30 am
Forum: Newbie Help Center
Topic: Resetting stack necessary?
Replies: 10
Views: 4011

I think we can all agree that stack initialization, while not required, is good practice.
by doppelganger
Fri Mar 20, 2009 8:16 pm
Forum: Newbie Help Center
Topic: Rather silly RTI question
Replies: 23
Views: 8265

One of these days I have got to try my hand at SNES dev. ;-)
by doppelganger
Thu Mar 19, 2009 8:53 pm
Forum: Newbie Help Center
Topic: MMC3 register memory location confusion
Replies: 3
Views: 2296

Mapper hardware registers can be mapped onto PRG-ROM space in CPU memory because of what it is: read-only memory, with mapper hardware access usually limited to write-only. So, you can read data from a ROM in the same space that you write register values to, because they go to different circuitry.
by doppelganger
Sun Feb 22, 2009 8:01 pm
Forum: NESdev
Topic: Starting a Comprehensive Disassembly of SMB3
Replies: 20
Views: 9069

I actually started working on this a while back, but I've been pretty damn sidetracked...
by doppelganger
Thu Jan 08, 2009 10:25 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 61658

I don't deny that I could have done certain things better (commenting every line seems to be a common pet peeve) and explained things a bit more in-depth...but what you have to realize is that this was my first ever reverse-engineering work, and it was written back when I was still somewhat wet behi...
by doppelganger
Thu Jan 08, 2009 10:16 pm
Forum: NESdev
Topic: SMB1: Scrolling Render Math Problem
Replies: 10
Views: 4121

Sweet mother of science, I've created a monster.
by doppelganger
Tue Dec 02, 2008 4:21 am
Forum: NESdev
Topic: IDA Pro - Plugin for use in NES/FDS/SNES rom disassembly?
Replies: 36
Views: 18159

Or, you know, you could just not disassemble the character rom part of the .NES file, assuming that part exists. As for the other two formats, you're on your own figuring out what's what. Which is kinda the reason why code/data loggers exist in the first place.
by doppelganger
Sat Oct 18, 2008 9:41 pm
Forum: NESdev
Topic: emulate a powerpak
Replies: 4
Views: 2883

That sounds about as practical as writing an emulator for an emulator. In fact, it sounds exactly like that.
by doppelganger
Fri Oct 03, 2008 3:58 pm
Forum: NESdev
Topic: 4-way scroll without glitches nor raster effects
Replies: 12
Views: 10165

It's a wonder more developers did not embrace the potential of 4-screen by simply adding external name table space. :-)
by doppelganger
Wed Sep 03, 2008 2:46 pm
Forum: NESdev
Topic: So many lousy NES docs and tech infos on this web site!. I'
Replies: 16
Views: 9420

So the current state of documentation is not perfect. How would one go about making it any better? Also, is the current state of documentation really any better for other systems?
by doppelganger
Tue Aug 26, 2008 5:10 pm
Forum: NESdev
Topic: I still cannot make SMB1 use a different attribute engine!
Replies: 33
Views: 16081

You know his topic collides with my question. How the fuck do I move the palette pointers? Like I want more that use the brown pallete, which is like palette $03 I think. I need some solid $03 tiles. Or better yet just tell me how to make the mushroom platforms's tops use palette 03 It sounds like ...
by doppelganger
Tue Jul 29, 2008 8:32 pm
Forum: NESdev
Topic: Mid-frame VRAM writes (not palette)
Replies: 5
Views: 3880

The ONLY way you could possibly modify VRAM (through registers $2006, and $2007) mid-screen is if 1. The VRAM had dual ports and one of them was hooked up to the CPU bus, which is not the case, or 2. If the PPU is not rendering at time of modify. And I'm not sure what's going on in those other games...
by doppelganger
Sat Jul 26, 2008 4:08 pm
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

Why does it stink? Does it stink because you can't get access to a document that few of us have access to, and you think they're withholding it out of malice, or does it stink because you're too lazy to find the information, which many of us have already made available, or even to ask questions abou...
by doppelganger
Thu Jul 24, 2008 2:04 pm
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12469

Very interesting. I had no idea such a port even existed.
by doppelganger
Thu Jul 17, 2008 8:10 am
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

blargg wrote:
You guys are so weird. I'm sorry I came here.
We're people with our own ideas and conclusions about things, not sock puppets or well-bribed politicians who say yes to everything. :)
Well, you're mostly correct. I just happen to be a level 25 sock puppet. I bet you guys didn't know that, eh? ;-)