Search found 180 matches
- Mon Nov 19, 2012 11:51 am
- Forum: NESemdev
- Topic: Maniac Mansion scrolling
- Replies: 11
- Views: 4945
Re: Maniac Mansion scrolling
I'm not specifically familiar enough to be super helpful, but is it possible that it's seeing the top of the character in your screenshot as sprite 0, registering a hit? If I'm understanding tokumaru right, it only uses one sprite hit at the top of the screen, and basically busywaits until the bott...
- Sat Nov 10, 2012 4:01 pm
- Forum: Other Retro Dev
- Topic: Graphics rendering on Japanese 8-bit PCs
- Replies: 13
- Views: 7780
Re: Graphics rendering on Japanese 8-bit PCs
Not sure if it was a bus conflict or not, but on the 85xx VIC-II chips (including the VIC-IIe in the C128) a gray dot would appear on-screen when writing to $D020 or $D021 (and I would assume $D022 and $D023 as well, if the CPU is in a region of the screen where those registers are being displayed, ...
- Fri Nov 09, 2012 10:41 am
- Forum: NES Graphics
- Topic: Incorrect tint on Dendy
- Replies: 22
- Views: 11441
Re: Incorrect tint on Dendy
I think I remember an idea being brought up that used the Zapper to test for a white screen with all emphasis bits on.
- Sat Oct 27, 2012 3:13 pm
- Forum: GBDev
- Topic: Gameboy Color Colorized Games
- Replies: 5
- Views: 10708
Re: Gameboy Color Colorized Games
According to this, there are 144 unique cartridges that the CGB bootstrap ROM recognizes for setting palettes (including revisions and different regions).
- Sat Aug 25, 2012 1:11 pm
- Forum: Newbie Help Center
- Topic: how to write to individual bits of a byte
- Replies: 12
- Views: 4722
Re: how to write to individual bits of a byte
My bad, I should have known that being a C64 guy. Looks like I'm getting a little rusty 
- Sat Aug 25, 2012 8:08 am
- Forum: Newbie Help Center
- Topic: how to write to individual bits of a byte
- Replies: 12
- Views: 4722
Re: how to write to individual bits of a byte
BIT is more useful (sometimes) when the value you're testing is in A and you don't want to modify it, like this: LDA somevalue BIT #%00100100 BNE somewhere In fact, AFAIK that's the only difference between BIT and AND - AND stores the result in A, wiping out the original value. If the result of the ...
- Tue Aug 21, 2012 10:02 pm
- Forum: phpBB Issues
- Topic: Color of quoted text
- Replies: 10
- Views: 8665
Re: Color of quoted text
You got it backwards - hinting is aligning all the glyphs to the pixel grid like your screenshot shows, whereas my screenshot is unhinted, and of course your text is aliased, as the "blurriness" some people see is caused by anti aliasing (which is the technique of adding grayscale pixels o...
- Tue Aug 21, 2012 8:50 pm
- Forum: phpBB Issues
- Topic: Color of quoted text
- Replies: 10
- Views: 8665
Re: Color of quoted text
I've increased the brightness/contrast of the quoted text colour; I added 0x10 to each RGB value. Old: #4b5c77 New: #5b6c87 Please let me know if it's easier to read. If it's still not enough, I can increase it more. You may need to Shift+Reload a nesdev page to pick up the changed CSS (but I can a...
- Tue Aug 21, 2012 6:37 pm
- Forum: phpBB Issues
- Topic: Color of quoted text
- Replies: 10
- Views: 8665
Re: Color of quoted text
If you're not familiar with it, gdipp is a set of services (both 32-bit and 64-bit) that replaces the standard Windows GDI font rendering with unhinted (and thus subpixel antialiased) rendering. I find it much easier to read than Microsoft's method of hammering type to the pixel grid, and much more ...
- Tue Aug 21, 2012 8:20 am
- Forum: NES Graphics
- Topic: NES tile format
- Replies: 20
- Views: 10365
Re: NES tile format
Also remember that the emphasis bits on RGB PPUs shoot that color component up to 100%.
- Tue Aug 21, 2012 8:19 am
- Forum: phpBB Issues
- Topic: Color of quoted text
- Replies: 10
- Views: 8665
Re: Color of quoted text
All right, here you go. I added a black background around my crop for clear delimitation between my screenshot and the actual forum.
- Tue Aug 21, 2012 12:59 am
- Forum: NES Hardware and Flash Equipment
- Topic: Vs. Super Mario Bros. on PowerPak
- Replies: 72
- Views: 29271
Re: Vs. Super Mario Bros. on PowerPak
Slight bump to say that I've fixed the palette, thanks to the old loopy tables from this post . Now, all I need to figure out is how to change the default DIP settings - the timer runs fast and I'd prefer it run normal speed. Everything else seems to be perfect as far as I'm concerned. If anyone wan...
- Mon Aug 20, 2012 8:00 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Vs. Super Mario Bros. on PowerPak
- Replies: 72
- Views: 29271
Re: Vs. Super Mario Bros. on PowerPak
Thanks, I'll try it. The MD5 of my source ROM is b4e90b95a3e18f2bd79bbecf5009a28b and as I said, it otherwise works perfectly in FCEU PS2, and in Nestopia it works perfectly as a VS ROM. Edit: Same problem. Obviously, the problem must be the source ROM I'm using. It's tough to find iNES ROMs of VS S...
- Mon Aug 20, 2012 1:12 am
- Forum: phpBB Issues
- Topic: Color of quoted text
- Replies: 10
- Views: 8665
Color of quoted text
Running on Opera x64 12.01 SPDY (but also tested in Firefox Nightly x64 17.0a1 from 08-18-2012, Safari Windows 5.1.7 [7534.57.2], Google Chrome 21.0.1180.81 beta-m, and Internet Explorer x64 9.0.8112.16421, although the latter three exhibit no real problem) I have trouble reading quoted text, as it ...
- Mon Aug 20, 2012 12:47 am
- Forum: SNESdev
- Topic: Details of composite encoding
- Replies: 13
- Views: 5442
Re: Details of composite encoding
More a peculiarity of NTSC in general. Does it happen on svideo as well? Pretty much no. Y/C has zero Y/C crosstalk, since the signals are kept separate. Simply from having played SMW on a first-gen SNES (specific revision unknown) connected via Y/C, I can assure you that there are no such artifact...