Search found 180 matches

by LocalH
Tue Sep 13, 2011 2:02 pm
Forum: NES Graphics
Topic: Some image conversions I made
Replies: 94
Views: 66926

That composite shot reminds me of why many Genesis/MD artists have used vertical dithering (well, now that I think about it, it's more accurately termed horizontal dithering). No vertical blending means that dithering on the Y axis sticks out like a sore thumb. Give me a bit to get back to my PC and...
by LocalH
Fri Aug 26, 2011 9:17 pm
Forum: NESdev
Topic: Finding the exact correct aspect ratio for NTSC NES:
Replies: 21
Views: 18409

It might also be interesting, in terms of being an intellectual curiousity, to calculate the length of a NES pixel in nanoseconds, like one can say that the Amiga outputs 70ns pixels in Hires and 35ns pixels in SuperHires.
by LocalH
Fri Aug 26, 2011 3:02 pm
Forum: NESdev
Topic: Finding the exact correct aspect ratio for NTSC NES:
Replies: 21
Views: 18409

One caveat with using standards is that very few retro console actually followed the standards 100%. Go ahead, anyone name a retro NTSC machine besides the Amiga that outputs exactly 60000/1001 Hz vertical refresh rate, for example. I would very much doubt the NES outputs the exact line length that ...
by LocalH
Mon Jun 13, 2011 8:34 am
Forum: NES Graphics
Topic: arcade ports with different resoultions
Replies: 10
Views: 6839

They did well when porting Contra to some systems, but go check out the C64 version (or heaven forbid, the DOS version). Other games were the same way, check the various non-NES Castlevania ports, most of them suck.
by LocalH
Sat Apr 09, 2011 12:03 pm
Forum: NES Music
Topic: Action 52 Music Driver Code and Format Document
Replies: 12
Views: 13115

What's this about "Music Construction Set"? I thought it was "The Music Studio". Oh derp, yeah, that's it. Someone must be a classic EA fan . Also, LOL at Active for swiping someone else's music driver. Might have been common practice in the demoscene back in the day (I know all...
by LocalH
Sat Apr 09, 2011 12:00 pm
Forum: NES Hardware and Flash Equipment
Topic: NES/FC output devices
Replies: 7
Views: 2943

Thing is, though - I never saw an AVS version of the FDS hardware, even in old magazine pictures (such as the only existing shot that I know of the actual AVS console itself). Only the data recorder. I do concede, however, that there are ten extra EXP pins that do match up nicely with the FDS cable,...
by LocalH
Sat Apr 09, 2011 10:18 am
Forum: NES Hardware and Flash Equipment
Topic: NES/FC output devices
Replies: 7
Views: 2943

They did have some plans to release it at one point - see the AVS items on display at the Nintendo World Store - and I actually think it's quite telling that Mach Rider had the save/load functionality as well, and it ended up being first released in NES form by about a month. I'm pretty sure they or...
by LocalH
Fri Feb 18, 2011 8:57 am
Forum: NESemdev
Topic: ZapFC Headerless Format
Replies: 351
Views: 105372

Perhaps one should look to other systems that have specific setups for a given ROM/disk image (VIC-20 comes to mind as some programs only run in certain RAM configurations, and fail if you have all possible expansion RAM installed) and draw some inspiration from there? I'm more of a C64-head so I do...
by LocalH
Sun Jan 23, 2011 1:21 pm
Forum: NESdev
Topic: SMB 2 (U) question
Replies: 7
Views: 3454

And, after testing "my" reverse of the hack, it works just fine on all characters.

I miss 6502 coding...maybe I oughta do a C64-style demo on the NES sometime...
by LocalH
Sun Jan 23, 2011 1:11 pm
Forum: NESdev
Topic: SMB 2 (U) question
Replies: 7
Views: 3454

For the reverse, I would surmise (but have not tested) that based on Drag's post, you can change $D87 to $A9 (LDA immediate) and change $D88 to $03, and get the leg kicking (or "fluttering" as I personally call it) on all characters.
by LocalH
Thu Jan 06, 2011 12:30 pm
Forum: NESemdev
Topic: FDS-homebrewers/hackers
Replies: 15
Views: 6352

I'm using the same setup as yours, does these CHR-bugs appear on all FDS-titles you try? Yes. It also happens if I click on a PRG file (which I know will not usually display anything other than garbage but it should still be aligned rather than skewed to the right). I also have the default text siz...
by LocalH
Wed Jan 05, 2011 3:53 pm
Forum: NESemdev
Topic: FDS-homebrewers/hackers
Replies: 15
Views: 6352

It's very likely because CHR is compressed ? Some FDS games such as Castlevania II store compressed CHR, load it in PRG RAM, uncompress it into VRAM, and then load other data back into PRG RAM. I was looking at the Zelda prototype, so I'm pretty sure that CHR is uncompressed. tepples: I noticed tha...
by LocalH
Wed Jan 05, 2011 1:26 pm
Forum: NESemdev
Topic: FDS-homebrewers/hackers
Replies: 15
Views: 6352

Hi, I was going to mess around looking through some FDS files and I found that the CHR display was corrupted. I'm running on Win7 x64 and it looks like each successive line of each tile row is offset further to the right, which resets for the next tile row. Screenshot: http://img600.imageshack.us/im...
by LocalH
Tue Nov 16, 2010 9:30 am
Forum: NES Music
Topic: More Jeroen Tel source code
Replies: 8
Views: 5818

You should also ask him if he's still got any of the old C64 source code laying around from back in the fledgling MoN days. Sure, that code's probably been hacked fifty million ways to Sunday by the C64 scene, but original source code is always interesting to look at.