Search found 180 matches

by LocalH
Thu Dec 10, 2009 1:06 pm
Forum: NESemdev
Topic: NES -> SNES ROM convertor?
Replies: 56
Views: 36373

It's possible to be semi-automated for a certain subclass of NES games - for example, CNROM games only. One could make build the necessary SNES-side code and build a tool that would convert everything necessary - it would probably either require ROM detection (to know where data and code are in the ...
by LocalH
Thu Dec 10, 2009 11:22 am
Forum: NESemdev
Topic: Accurately modeling CRT scanline effects?
Replies: 6
Views: 7744

http://board.byuu.org/viewtopic.php?f=10&t=147 This thread has the best implementation I have ever seen!!!! Agreed, although it still doesn't look quite right. On a real CRT, there is never any relationship whatsoever between native pixels and phosphors. Thus, where the phosphor3x filter will a...
by LocalH
Wed Dec 09, 2009 10:37 pm
Forum: NESemdev
Topic: Accurately modeling CRT scanline effects?
Replies: 6
Views: 7744

The problem with emulating TV-style scanlines on a progressive display is twofold (here I use the term "scanlines" to properly refer to the actual drawn lines, rather than the blank space inbetween): 1) Scanlines and unused lines are not the same thickness. This makes true scanline emulati...
by LocalH
Mon Aug 17, 2009 9:55 pm
Forum: NESdev
Topic: Isolated Warrior 'special effects'
Replies: 7
Views: 3733

The sinusoidal pattern is probably timed writes to the horizontal scroll register. The MMC3 scanline counter makes it easier: put in the number of the scanlines until the next time X is supposed to change, and the mapper will trigger an IRQ. The NES equivalent to the C64's "tech-tech". Mu...
by LocalH
Tue Aug 11, 2009 2:16 pm
Forum: NESdev
Topic: Faker than hell?
Replies: 44
Views: 16371

The bitmaps have very low resolution, yes, but they seem to be scaled every frame, something that would require complete recalculation and updating of many tiles, and that just can't be done that fast. Don't underestimate the power of 8-bit machines. Something as sparse as this could most likely be...
by LocalH
Sun Jul 12, 2009 1:26 am
Forum: NES Hardware and Flash Equipment
Topic: PPU questions
Replies: 8
Views: 4254

ObOfftopic: Charles MacDonald? Of SMS and MD homebrew fame? On NESDev? Heresy, I say, heresy . Seriously, good to see you here, big fan of your work on the Sega side of things. Might I ask an offtopic question (feel free to reply via PM if you don't want to clutter this thread) - what exactly was yo...
by LocalH
Fri Jun 19, 2009 11:05 am
Forum: NESdev
Topic: Extra blanking time, again
Replies: 14
Views: 6720

"Overrated"? That's what Nintendo fanboys said about Sega's "Blast Processing" engine that powered Sonic the Hedgehog 2 for Sega Genesis. But if you want to make a game that moves as fast as Sonic 2. you might have to extend vblank. "Blast Processing" is DMA to VRAM, t...
by LocalH
Fri Dec 12, 2008 7:32 pm
Forum: General Stuff
Topic: Converting NES graphics to C64
Replies: 9
Views: 5150

BTW the C64 can acess VRAM anytime, which can only help even more (at the expense of CPU speed as read/write cycles are intervealed). <offtopic> To be pedantic for those who are unfamiliar, the C64 doesn't have "VRAM", as all graphics data is stored in normal system RAM (the VIC-II can on...
by LocalH
Mon Feb 04, 2008 11:18 pm
Forum: NESemdev
Topic: FDS BIOS
Replies: 12
Views: 7072

Just because someone doesn't get sued doesn't mean it's not illegal. Yes, repros are illegal without consent of the copyright holder.
by LocalH
Mon Feb 04, 2008 5:55 am
Forum: NESemdev
Topic: Which NES games look better with NTSC artifacts?
Replies: 47
Views: 20259

Well, I know what you mean, I'm basically talking about if you were to take a standard NTSC signal and get rid of the half-lines so that it doesn't trigger interlacing but otherwise is standard, then there would be no crawl but the crosstalk would still be there.
by LocalH
Mon Feb 04, 2008 5:19 am
Forum: NESemdev
Topic: FDS BIOS
Replies: 12
Views: 7072

If you want to go the illegal route, it's not at all hard to find, I found it in like two seconds on Google. I will not tell you the search term I used because that could be construed as incitement to infringe copyright, and we all know how anal N is about copyright (so much so that they even lie ab...
by LocalH
Mon Feb 04, 2008 4:26 am
Forum: NES Hardware and Flash Equipment
Topic: Famicom question
Replies: 21
Views: 8185

I thought that Japanese television was different enough to prevent it from working unmodified on a US NTSC set without modding the FC to output standard composite. It's my understanding that you won't get audio and video on the same channel on a US set. Or am I just wrong?
by LocalH
Mon Feb 04, 2008 4:22 am
Forum: NESemdev
Topic: Which NES games look better with NTSC artifacts?
Replies: 47
Views: 20259

Neither am I. Cross-color/cross-luma artifacts appear with any composite signal, bandlimited or not. It's IMPOSSIBLE to perfectly separate Y and C from any composite signal without additional information; it does not matter whether they were bandlimited before combining or not. Absolutely correct. ...
by LocalH
Wed Jan 30, 2008 11:17 pm
Forum: NES Hardware and Flash Equipment
Topic: rom ≠ rip. Why?
Replies: 16
Views: 7465

ROM format types. Since UNIF unfortunately did not take off within the wider emulation scene, I'd wager that your ROM is in iNES format (if the first four bytes are "NES" followed by $1A then it's iNES, if those bytes are "UNIF" then it's UNIF).
by LocalH
Wed Jan 30, 2008 11:13 pm
Forum: NESemdev
Topic: Which NES games look better with NTSC artifacts?
Replies: 47
Views: 20259

You might say that's not the "image" being sent, but the truth is, there is no image , just this waveform. No, but that waveform directly represents said image, and that's what I'm referring to. We shouldn't have to worry about all those other things that NRS referred to, IMO, simply beca...