Search found 180 matches

by LocalH
Fri Nov 12, 2010 8:36 am
Forum: NES Hardware and Flash Equipment
Topic: US NES - video output format?
Replies: 23
Views: 7855

Something to keep in mind - the most common way to handle 240p signals in a capture device is to treat the frames as fields and record a 480i signal, so there may be need to split the "480i" frames into 240p fields. At this point, to create a high-quaity 240p result, if your device capture...
by LocalH
Mon Aug 09, 2010 5:27 pm
Forum: General Stuff
Topic: video/audio sync when capturing gameplay
Replies: 9
Views: 3615

With FCEU derivatives, the reason this happens is because the frame rate is not exactly 60fps in NTSC, but the frame rate stored in the AVI is 60fps. However, the audio runs at the slightly different speed, causing skew. I used to use Avisynth to sync everything up, but I would surmise that tokumaru...
by LocalH
Sat Jul 10, 2010 10:49 pm
Forum: General Stuff
Topic: SMB on MD
Replies: 36
Views: 20594

Mairtrus just released a new version: Version 1.4.1 released!! http://www.fileden.com/files/2007/11/30/1616239//MULS_1.4.1.BIN Changes since the last version: - The pallete was replaced by a one more accurated. INFINITE thanks to localh for that. - Some minor bugs around the whole code where fixed. ...
by LocalH
Sat Jul 10, 2010 11:18 am
Forum: NESemdev
Topic: FCEUX for Mac?
Replies: 10
Views: 4873

Well, I did mean it as a stopgap measure, and it seems that's what he's doing at the present time. One could also buy an OEM version instead of having to buy the full retail box, as an example Newegg is selling OEM copies of the home editions of XP and 7 for $99.99 - much cheaper than the retail ver...
by LocalH
Sat Jul 10, 2010 2:04 am
Forum: NESemdev
Topic: FCEUX for Mac?
Replies: 10
Views: 4873

If nothing else, acquire a copy of Windows and run it under a VM. With a sufficiently fast machine, while not ideal, it would nonetheless be fully functional. Alternatively, you could try running it under Wine/Darwine (I am assuming you're using an x86 Mac since PPC Macs have been outmoded for a few...
by LocalH
Fri Jul 09, 2010 8:38 pm
Forum: NESdev
Topic: Looking For Inspiration
Replies: 51
Views: 18526

Re: Looking For Inspiration

I've been busy (on and off) rewriting an audio engine from scratch that runs at (so far) 240hz and you can layer up the effects for some pretty weird-sounding stuff. Ooh, a 4x player, has anyone done multi-speed replayers on the NES before? I know it's very commonplace on the C64, where I've seen 8...
by LocalH
Fri Jul 09, 2010 11:56 am
Forum: NES Hardware and Flash Equipment
Topic: Vs. Super Mario Bros. on PowerPak
Replies: 72
Views: 29271

This table indicates that Vs. SMB1 is no different from SMB1 on an 8-level run, but a warpless run features six Lost Levels from SMB2 (J) that weren't seen outside Japan until Super Mario All-Stars. The vine warp zone in VS 4-2 only allows you to warp to world 6, making a VS 8-level run impossible ...
by LocalH
Sun Jul 04, 2010 9:46 pm
Forum: General Stuff
Topic: SMB on MD
Replies: 36
Views: 20594

Tentative accurate palettes, YUV and RGB. Based on the default palettes generated by Nestopia.
by LocalH
Sat Jul 03, 2010 8:48 am
Forum: General Stuff
Topic: SMB on MD
Replies: 36
Views: 20594

Sorry, got my terms mixed up a bit. I meant "out-of-bounds" data.
by LocalH
Fri Jul 02, 2010 2:51 pm
Forum: General Stuff
Topic: SMB on MD
Replies: 36
Views: 20594

This is pretty bad ass, I had wanted to do something like this for a long time, but I was going to hand-translate the assembly and special-case the few things that would need it (world 36, for example). Few small issues I noted: 1) That palette is worse than the Nesticle palette. Reds are too purpli...
by LocalH
Sun Jun 20, 2010 4:50 pm
Forum: NESdev
Topic: Improved 400+ color palette demo
Replies: 28
Views: 27444

So this is basically the NES equivalent to the C64's stable raster IRQ, except with no IRQ? Brilliant. Now if I could just figure out something similar for the Megadrive, could do some fun things by changing values in VDP registers (that don't require writing to VDP RAM).
by LocalH
Sat Feb 13, 2010 8:18 pm
Forum: NESdev
Topic: Keeping prototypes secret
Replies: 76
Views: 34347

Knowing who leaked your game wouldn't help you much after it's already been done, unless you plan on taking legal action. There are multiple parties whom would have reason to take legal action - tepples and the publisher off hand, but there could be others depending on the contract. There is no 100...
by LocalH
Mon Dec 14, 2009 2:23 pm
Forum: Newbie Help Center
Topic: Questions about scrolling and sprites on (S)NES
Replies: 39
Views: 15182

And BTW the C64 has a way to actually disable sprites, and you usually have to play tricks with it to do OAM cycling to be able to show more than 8 sprites on the screen. Not really, all you have to do is rewrite the Y-pos of the sprite. New Y-pos takes effect after sprite display, other sprite par...
by LocalH
Sat Dec 12, 2009 6:20 pm
Forum: NESemdev
Topic: NES -> SNES ROM convertor?
Replies: 56
Views: 36373

I don't think it'd be feasible except by hacking the ROM itself. Disassemble it, replace NES register writes with equivalent SNES ones, and then rebuild the ROM.
by LocalH
Thu Dec 10, 2009 1:13 pm
Forum: NESemdev
Topic: NES -> SNES ROM convertor?
Replies: 56
Views: 36373

That's good, as such a log could be used. It would still require the user to manually attempt to access every possible valid code path in the original ROM. This was how the first Sonic disassemblies were worked on. As a side effect, such a project could also make working towards a disassembly easier...