Search found 181 matches

by doppelganger
Wed Jul 16, 2008 5:42 pm
Forum: NESdev
Topic: NES development manual?
Replies: 65
Views: 27137

You guys seem to have gotten a bit off track. The guy was looking for official NES dev docs, not SNES, or Sega whatever docs.
by doppelganger
Sun Jul 13, 2008 1:04 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 61658

<sigh>...some people just never learn.
by doppelganger
Sat Jul 12, 2008 10:11 pm
Forum: NESdev
Topic: comprehensive SMB1 disassembly
Replies: 142
Views: 61658

I have no idea what you're trying to do, Hamtaro126, and I'm not sure I want to, either. And by the way, reposting the same information that is only located two posts away makes you look VERY stupid.
by doppelganger
Fri Jul 04, 2008 2:09 pm
Forum: NESdev
Topic: What drove koitsu away from nesdev
Replies: 68
Views: 39174

This whole thing about being driven away because you know too much about what goes on behind-the-scenes sounds rather self-defeating. But that's just my opinion.
by doppelganger
Tue Jun 10, 2008 8:51 pm
Forum: NESdev
Topic: Game production team wanted
Replies: 31
Views: 11597

I wonder if you guys haven't totally scared 8bitbandit off by now.
by doppelganger
Tue Jun 10, 2008 8:49 pm
Forum: Newbie Help Center
Topic: Question about NES vectors and PPU
Replies: 24
Views: 8510

It processes pictures, not code ;-)

Also re: NMI's being for sound, technically this isn't true. You can probably run sound at any time, it not being critical to be timed in vertical blank, although it's usually a good idea to run it in NMI if you're doing weird stuff like split-screen madness.
by doppelganger
Tue May 27, 2008 9:52 pm
Forum: General Stuff
Topic: Should NesDev move from Parodius.com to RetroMachineShop.com
Replies: 29
Views: 14244

Yeah, it does seem harsh, until you realize he's been a jackass for a long time, and that it finally came to a head.
by doppelganger
Fri May 16, 2008 3:06 pm
Forum: NESdev
Topic: I still cannot make SMB1 use a different attribute engine!
Replies: 33
Views: 16081

I can use part of the SMB-Special NES port source code (The one in the RHDN Forums) and put the sound in another bank (Bankswitching), Use the leftover space for that. Maybe port it to Sunsoft FME/Mapper 69 (The most succesful mapper I ported SMB on). Note that I can have more extra space in INES m...
by doppelganger
Wed May 14, 2008 1:39 pm
Forum: NESdev
Topic: I still cannot make SMB1 use a different attribute engine!
Replies: 33
Views: 16081

Okay, let me try to explain this carefully...in order to use customizable palette attributes for each metatile, you have to change the way the palette attribute for each metatile is loaded. In order to do what you have in mind, you would need to make an attribute look-up table similar to the metatil...
by doppelganger
Tue May 13, 2008 8:56 pm
Forum: NESdev
Topic: I still cannot make SMB1 use a different attribute engine!
Replies: 33
Views: 16081

Am I the only one having difficulty in figuring out just what it is Hamtaro's trying to accomplish here?
by doppelganger
Thu Apr 24, 2008 8:38 pm
Forum: NESdev
Topic: Lakuti SMB1 palette help please
Replies: 12
Views: 5572

No, I was referring to what Celius pointed out in his last post to this thread.
by doppelganger
Wed Apr 23, 2008 10:54 pm
Forum: NESdev
Topic: Lakuti SMB1 palette help please
Replies: 12
Views: 5572

Oh crap. Thanks for catching that. I guess I missed it.
by doppelganger
Sat Apr 12, 2008 9:00 pm
Forum: NESdev
Topic: Complexity
Replies: 4
Views: 3045

Complexity in a game or in the programming of a game is a can of worms. It's not bad, but it can be hard to get into if you're just starting out or working alone.
by doppelganger
Fri Feb 29, 2008 9:58 pm
Forum: NESdev
Topic: Hex commands for 6502 instructions document.
Replies: 3
Views: 3316

Ahem, I do believe THIS is what you're looking for.

http://users.telenet.be/kim1-6502/6502/proman.html
by doppelganger
Wed Jan 02, 2008 6:12 pm
Forum: NESdev
Topic: Expanded SMB1 ROM, How do I put extra ROM in $4000-$7FFF?
Replies: 4
Views: 2686

<grins contentedly>