Search found 85 matches

by mbrenaman
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

Can't find EPROM chip 27C256 with 32 pins

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.
by mbrenaman
Mon May 15, 2006 12:06 pm
Forum: NES Hardware and Flash Equipment
Topic: Making a SAROM development cart.
Replies: 6
Views: 3647

Rewiring EPROMs doesn't affect SRAM at all.
Just wanted to make sure. Thanks Bregalad.
by mbrenaman
Mon May 15, 2006 12:39 am
Forum: NES Hardware and Flash Equipment
Topic: Making a SAROM development cart.
Replies: 6
Views: 3647

Sorry to bring up this topic again but I was wondering. I found "Using EPROMs in place of NES Mask ROMS", and was wondering if the instructions for SLROM will work for SKROM?
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
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 ...
by mbrenaman
Fri May 12, 2006 9:18 am
Forum: Newbie Help Center
Topic: jmp ($xxFF).... Is there a good work-around?
Replies: 11
Views: 5492

I understand. Thank you for your help everyone. I plan to just make use of .ALIGN.
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
Thu May 11, 2006 12:37 pm
Forum: Newbie Help Center
Topic: jmp ($xxFF).... Is there a good work-around?
Replies: 11
Views: 5492

The values to jump are yes. But its a 2 byte storage area, not a list of address/pointer type vars. I just use the .proc command to close the scope around the routines. All of the them that need to be jumped to are stored in the same basic area, one after the other, depending on use.
by mbrenaman
Thu May 11, 2006 12:19 pm
Forum: Newbie Help Center
Topic: jmp ($xxFF).... Is there a good work-around?
Replies: 11
Views: 5492

Ok, thats fine. I'm just readjusting them with NOPs. How would I make sure they're at even address other going to the listing file after compilation and finding the bad ones.

I'm using ca65 by the way.
by mbrenaman
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.
by mbrenaman
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...
by mbrenaman
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...
by mbrenaman
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?