Search found 180 matches
- Fri Nov 12, 2010 8:36 am
- Forum: NES Hardware and Flash Equipment
- Topic: US NES - video output format?
- Replies: 23
- Views: 7855
- 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...
- 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. ...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- Sat Jul 03, 2010 8:48 am
- Forum: General Stuff
- Topic: SMB on MD
- Replies: 36
- Views: 20594
- 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...
- Sun Jun 20, 2010 4:50 pm
- Forum: NESdev
- Topic: Improved 400+ color palette demo
- Replies: 28
- Views: 27444
- 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...
- 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...
- Sat Dec 12, 2009 6:20 pm
- Forum: NESemdev
- Topic: NES -> SNES ROM convertor?
- Replies: 56
- Views: 36373
- 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...