Search found 1231 matches
- Thu Sep 22, 2005 1:55 pm
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
It's not about ROY G BIV! :) Eh??? OK thanks to you guys and now have correct sprite transparency effect, but there is one more thing bothering me. If a sprite's pixel is 0 then it has no priority, but if it is 1-3 then it has priority. Is this correct? Also Sprite 0 has a higher priority then Spri...
- Thu Sep 22, 2005 1:23 am
- Forum: NESemdev
- Topic: N00B starter question
- Replies: 6
- Views: 6445
(Laughs and Laughs and Laughs...) A 6502 is CPU that the NES uses. ROMs contain both code and graphics data and when you load the ROM into it's memory it runs the code from memory. You can us any programming language you want but C/C++ IS the best since almost all emulators use it. Since you seem to...
- Wed Sep 21, 2005 10:54 am
- Forum: NESemdev
- Topic: N00B starter question
- Replies: 6
- Views: 6445
I second that. When I started to program my emulator, I knew pretty much nothing, and because of that it was a good 4-5 months before I could even get the CPU up and running to about 90% of what it is now. If you insist on writing a NES emulator then write a 6502 emulator. Forget the NES specifics, ...
- Tue Sep 20, 2005 11:13 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Tue Sep 20, 2005 10:57 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
Transparency is defined by (0x3F00). So if 0x3F02 has the same value as 0x3F00, is 0x3F02 transparent? I understand what you say about the human eye not being able to see the sprite if it is that same colour as the bg but please try Castlevania and you will see what I mean. Using priorities, they ma...
- Tue Sep 20, 2005 9:28 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Tue Sep 20, 2005 3:34 am
- Forum: NESemdev
- Topic: NES Test ROMs
- Replies: 2
- Views: 2820
NES Test ROMs
I am going to start writing some ROMs that will test EVERY GODDAMN ASPECT OF THE NES, no matter how tiny or seemingly insignificant. I will start off with the CPU and then move on to the PPU, APU etc. However, I do need your help in ideas for the actual tests. Here is our chance to improve on NEStre...
- Tue Sep 20, 2005 2:24 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
- Mon Sep 19, 2005 1:40 pm
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
So how does Castlevania make the main character enter the door and go behind the wall when you enter the castle? I have checked and the character remains a fg sprite and there is also a background sprite that is fully transparent which it is supposed to hide behind. If transparency does not affect t...
- Mon Sep 19, 2005 11:51 am
- Forum: NESemdev
- Topic: Colour Emphasis Bits
- Replies: 20
- Views: 9903
Quietust's copper.nes also uses the CI bits rather well. 001 B: 074.3% G: 091.5% R: 123.9% 010 B: 088.2% G: 108.6% R: 079.4% 011 B: 065.3% G: 098.0% R: 101.9% 100 B: 127.7% G: 102.6% R: 090.5% 101 B: 097.9% G: 090.8% R: 102.3% 110 B: 100.1% G: 098.7% R: 074.1% 111 B: 075.0% G: 075.0% R: 075.0% How a...
- Mon Sep 19, 2005 11:22 am
- Forum: NESemdev
- Topic: Sprite Priorities (Again...)
- Replies: 35
- Views: 15298
Sprite Priorities (Again...)
If Sprite 5 and Sprite 20 are drawn in exactly the same place, with 5 behind the bg and 20 in front, and all of Sprite 5's pixels are transparent then does sprite 20 get drawn? In other words if a pixel is transparent then does it count as having a higher priority? The reason that I am asking this i...
- Sun Sep 18, 2005 3:23 am
- Forum: NESemdev
- Topic: how to render efficently
- Replies: 3
- Views: 3009
ALL scanlines before the main 240 are NOT rendered at all. So only worry about the main 240. The rest are just there for VBlank time when nothing is rendered to the screen. As far as good methods for rendering go, you'll just have to practice programming it yourself. It would be wrong for someone to...
- Sat Sep 17, 2005 3:23 pm
- Forum: NESemdev
- Topic: Colour Emphasis Bits
- Replies: 20
- Views: 9903
Colour Emphasis Bits
If we set the Red bit so that the screen becomes more red (BGR 001), according to NinTech.txt, becomes 123.9% (23.9 'more red'). If the colour being drawn to the screen is white (0x00FFFFFF) does the red value (0xFF) remain the same or wrap? (Therefore is 0xFF the maximum the colour can be increased...
- Sat Sep 17, 2005 10:11 am
- Forum: NESemdev
- Topic: A few NES PPU test ROMs
- Replies: 32
- Views: 36932
- Fri Sep 16, 2005 10:13 am
- Forum: NESemdev
- Topic: controllers
- Replies: 2
- Views: 4149