Hi,
I've made a SNROM devcart and the only the I need to test it is the EPROM chip. But I can't find any 27C256 chips with 32 pins.
Does anyone know where I can order some. I've looked everywhere.
Search found 85 matches
- Sat Jun 17, 2006 5:36 am
- Forum: NES Hardware and Flash Equipment
- Topic: Can't find EPROM chip 27C256 with 32 pins
- Replies: 8
- Views: 4945
- Mon May 15, 2006 12:06 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Making a SAROM development cart.
- Replies: 6
- Views: 3647
- Mon May 15, 2006 12:39 am
- Forum: NES Hardware and Flash Equipment
- Topic: Making a SAROM development cart.
- Replies: 6
- Views: 3647
- Sun May 14, 2006 10:37 am
- Forum: Newbie Help Center
- Topic: Bankswitching interrupted by NMI bankswitching
- Replies: 6
- Views: 3732
Thank you so much everyone. I decided to skip sound update if in the middle of a mmc reg3 write. If a skip, like tepples suggested, the next frame/nmi call will compensate for it. I did extensive testing with two different tunes playing (not at the same time) in the background and I could not hear a...
- Sun May 14, 2006 7:44 am
- Forum: Newbie Help Center
- Topic: Bankswitching interrupted by NMI bankswitching
- Replies: 6
- Views: 3732
Bankswitching interrupted by NMI bankswitching
Sorry to bug all of you again, but I have alittle problem. In my project (uses MMC1, last 16k at $C000 is fixed), when I switch banks to obtain data or perform a subroutine, I store the new bank number in RAM, push the old one, and write to MMC 1 reg3, do whats needed, restore old bank number from s...
- Fri May 12, 2006 9:31 am
- Forum: NES Hardware and Flash Equipment
- Topic: Making a SAROM development cart.
- Replies: 6
- Views: 3647
But if that's the case, Nintendo used the 28-pin 128kb PRG chip, wich has no programmable counterpart. The largest programmable chip that's still 28-pin is only 64kb in size. If you are willing to use a 28-pin 64kb chip in place of a 28-pin 128kb MASK ROM, I had succes with some W27E512 chips, and ...
- Fri May 12, 2006 9:18 am
- Forum: Newbie Help Center
- Topic: jmp ($xxFF).... Is there a good work-around?
- Replies: 11
- Views: 5492
- Fri May 12, 2006 1:30 am
- Forum: NES Hardware and Flash Equipment
- Topic: Making a SAROM development cart.
- Replies: 6
- Views: 3647
Making a SAROM development cart.
Hello, everyone. I would like to make a devcart out of an extra copy of Dragon Warrior (1 US) I have. I have a pretty descent demo of a homebrewed game I'm making, and I wanted to do tests on the real NES. I intended it to run on a SAROM cart. I planned to use 128k of PRG ROM and 64k PRG ROM. The qu...
- Fri May 12, 2006 12:22 am
- Forum: Newbie Help Center
- Topic: jmp ($xxFF).... Is there a good work-around?
- Replies: 11
- Views: 5492
mbrenaman wrote: How would I make sure they're at even address [...] I'm using ca65 by the way. .ALIGN Excellent. This is something I was looking for. I think you are misunderstanding the basic opcodes. JMP absolute has no pathological behavior. JMP indirect does when the low byte of the intermedia...
- Thu May 11, 2006 12:37 pm
- Forum: Newbie Help Center
- Topic: jmp ($xxFF).... Is there a good work-around?
- Replies: 11
- Views: 5492
- Thu May 11, 2006 12:19 pm
- Forum: Newbie Help Center
- Topic: jmp ($xxFF).... Is there a good work-around?
- Replies: 11
- Views: 5492
- Thu May 11, 2006 11:50 am
- Forum: Newbie Help Center
- Topic: jmp ($xxFF).... Is there a good work-around?
- Replies: 11
- Views: 5492
jmp ($xxFF).... Is there a good work-around?
I use jump absolute in a few places in my project, and was wondering if there was a good workaround for the jmp ($xxFF) bug. Really, I just need the ability to get to a routine variably (I'm not a very good explainer). But when the needed routines address is stored in temp memory.
- Fri Apr 21, 2006 5:23 am
- Forum: Newbie Help Center
- Topic: Wrap-around game maps
- Replies: 8
- Views: 4562
Thank you everyone for your help. I've come up with alittle rectangle testing routine that, as far as I can tell, works great (from testing I did). .proc map_test_rec ; In : ; rx = Rectangle's Top Left x pos ; ry = Rectangle's Top Left y pos ; width = Width of rectangle ; height = Height of rectangl...
- Thu Apr 20, 2006 11:31 am
- Forum: Newbie Help Center
- Topic: Wrap-around game maps
- Replies: 8
- Views: 4562
I'll explain more. In my little RPG project, map coordinates are always from (0-map_width-1,0-map_height-1), even on the world map which wraps around. To test if other entities are on screen or to test which random encounter region the player is in, I need to test if a point lies in a given rectangl...
- Thu Apr 20, 2006 8:17 am
- Forum: Newbie Help Center
- Topic: Wrap-around game maps
- Replies: 8
- Views: 4562
Wrap-around game maps
I have a question about wrap-around maps (maps with no edge clipping). How do you test if a point on that type of map is in a specific rectangular area?