Search found 180 matches
- 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...
- Fri Aug 26, 2011 9:17 pm
- Forum: NESdev
- Topic: Finding the exact correct aspect ratio for NTSC NES:
- Replies: 21
- Views: 18409
- 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 ...
- Mon Jun 13, 2011 8:34 am
- Forum: NES Graphics
- Topic: arcade ports with different resoultions
- Replies: 10
- Views: 6839
- Sat Apr 09, 2011 12:03 pm
- Forum: NES Music
- Topic: Action 52 Music Driver Code and Format Document
- Replies: 12
- Views: 13115
- 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,...
- 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...
- 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...
- Mon Feb 14, 2011 4:24 pm
- Forum: General Stuff
- Topic: Lost in New York
- Replies: 4
- Views: 2263
http://www.nintendoworldstore.com/
See these in person: http://en.wikipedia.org/wiki/File:Ninte ... gle%29.jpg
See these in person: http://en.wikipedia.org/wiki/File:Ninte ... gle%29.jpg
- Sun Jan 23, 2011 1:21 pm
- Forum: NESdev
- Topic: SMB 2 (U) question
- Replies: 7
- Views: 3454
- Sun Jan 23, 2011 1:11 pm
- Forum: NESdev
- Topic: SMB 2 (U) question
- Replies: 7
- Views: 3454
- 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...
- 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...
- 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...
- Tue Nov 16, 2010 9:30 am
- Forum: NES Music
- Topic: More Jeroen Tel source code
- Replies: 8
- Views: 5818