Search found 23 matches

by cdoty
Mon Apr 03, 2006 10:50 pm
Forum: NESdev
Topic: Messiah Generation NEX
Replies: 20
Views: 13068

Why not just use existing cartridges? Desolder the roms, and solder in EPROMS. (Unfortunately sockets take up too much room to be used). The hardest part of this is finding the right cartridges, but there is a list of a bunch of NES carts and their mappers. A friend of mine did it to produce Frog Fe...
by cdoty
Sat Mar 04, 2006 6:08 pm
Forum: SNESdev
Topic: Space Invaders for Super Game Boy
Replies: 9
Views: 8538

I did some searching on the super gameboy and found this text file: http://www.rawer.de/marc/Gameboy/Docs/Sgb.txt it describes the commands used by the super gameboy games.. but I couldn't really find any clues on how they managed to boot the snes version of space invaders from the gb cartridge. It...
by cdoty
Fri Mar 03, 2006 11:48 pm
Forum: SNESdev
Topic: It's been awhile....
Replies: 0
Views: 4256

It's been awhile....

I haven't touched the SNES in awhile... I was shocked to find out the screen resolution 256x224 (NTSC)... I don't remember that, but it probably wasn't as important back then. I also see places where it was easy to make mistakes: Accessing VRAM as words. This is the same problem on the TG-16/PCE. Sa...
by cdoty
Sun Feb 26, 2006 4:27 pm
Forum: SNESdev
Topic: SNASM658 questions?
Replies: 0
Views: 4564

SNASM658 questions?

Does anyone have documents for the SNASM658 assembler, or example source code compiled with SNASM658?
by cdoty
Tue Feb 07, 2006 8:38 pm
Forum: NESdev
Topic: NES Tile/Map editor idea.
Replies: 8
Views: 10137

There's not much to the converter, that's nice.

Where are palette values and atr values from?
by cdoty
Thu Jan 05, 2006 8:12 pm
Forum: NESdev
Topic: NES Tile/Map editor idea.
Replies: 8
Views: 10137

One of the neat features of the map editor is that it will automatically reload changes to tiles map by GBMB. So, you can create a map and tile set at the same time.
by cdoty
Thu Jan 05, 2006 8:04 pm
Forum: NESdev
Topic: NES Tile/Map editor idea.
Replies: 8
Views: 10137

I have written programs that read the gbr (tiles) and gbp (map). I was thinking of using it for the C-64. They are written in C, and should work on any OS, since they use the c library for most things. The source (and Visual Studio 6 project) files are available at http://www.rastersoft.net/GBUtils....
by cdoty
Tue Jan 03, 2006 7:21 am
Forum: NESdev
Topic: NES Tile/Map editor idea.
Replies: 8
Views: 10137

More...

There is a tool already (Gameman Gameboy Tile & Map Optimizer/Exporter version 0.039a) that is supposed to optimize the maps. I've used this before, but can't remeber what it actually did.