Search found 180 matches

by LocalH
Mon Aug 20, 2012 12:44 am
Forum: Homebrew Projects
Topic: Graphics editor for NES
Replies: 42
Views: 42050

Re: Graphics editor for NES

Kinda, yeah. I love the idea of editing graphics on the system that the graphics are designed for (having come from a C64 background where such editors are commonplace) and have toyed around with the idea of something similar for the Mega Drive. It sorta helps when you can do everything within the t...
by LocalH
Mon Aug 20, 2012 12:42 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

Bump since my post isn't that old. I'm sure someone here who knows the NES better than I can guide me in the right direction. Alternately, a PM containing a link to a dump of Retrozone's repro, or a known working ROM based on the patch in this thread would suffice. If that's verboten to publically a...
by LocalH
Fri Aug 17, 2012 1:03 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520694

Re: 8x16 sprite is really a 16x32 pixel image?

tokumaru wrote:I'm pretty sure that the reverse engineered information we have today is better than what Nintendo made available to developers back in the day.
Wonder if that's one reason why Rare's games were generally so good, since they basically did the same thing. Now I'd like to see their old docs.
by LocalH
Tue Aug 14, 2012 4:01 pm
Forum: Homebrew Projects
Topic: I Wanna Flip The Sky
Replies: 23
Views: 24828

Re: I Wanna Flip The Sky

VVVVVV meets IWBTG. Very nice :)
by LocalH
Tue Aug 14, 2012 1:15 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 24322

Re: Tiles pixels 2x, 4x (or more) - HD remaking of NES games

I still think the best possible approach is game-specific, as then the emulator can utilize the specifics of the game state in order to generate the appropriate graphics independently from the original tile-based approach. This would also allow the approach of using a completely different method of ...
by LocalH
Mon Aug 13, 2012 6:41 pm
Forum: NESdev
Topic: Detecting the RGB PPU?
Replies: 36
Views: 20551

Re: Detecting the RGB PPU?

I actually didn't think of the Zapper, and we know from Tepples' experimentation that it's not necessary to actually pull the Zapper trigger. Perhaps that could be used as an optional thing even in homebrew that doesn't otherwise use the Zapper? Still, I think that testing for the missing dot is the...
by LocalH
Mon Aug 13, 2012 6:33 pm
Forum: NESdev
Topic: Detecting the RGB PPU?
Replies: 36
Views: 20551

Re: Detecting the RGB PPU?

I suppose it could also be done with external hardware, like a photosensor to check for the missing $xD colors (which one is the bright grey on composite and black on RGB? $3D? Not sure myself). Fill the screen with that color, put the photosensor in front of the screen, and if it doesn't detect any...
by LocalH
Mon Aug 13, 2012 10:12 am
Forum: NESdev
Topic: Detecting the RGB PPU?
Replies: 36
Views: 20551

Re: Detecting the RGB PPU?

The only test I know of that would "fail" on an RGB PPU is the "tv" test that abuses composite artifacts to display visible text on a composite PPU and checkerboard pixels on RGB. That's a visual-only test and I don't believe there's any way to programmatically detect this, short...
by LocalH
Mon Aug 13, 2012 12:49 am
Forum: NES Graphics
Topic: Best General Purpose Character Set?
Replies: 10
Views: 6472

Re: Best General Purpose Character Set?

Also, here are a large number of C64 charsets, with varying amounts of character coverage. There are 8x8, 8x16, 16x8, and even a few 16x16 sets included. They're not directly usable on the NES as they're in GIF as well as zipped raw C64 binary (1bpp) so you'll have to re-pixel (or convert from raw b...
by LocalH
Sat Aug 11, 2012 10:05 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

Sorry to bump. I'm unable to get either the VS SMB no-coin GG code, nor the combined no-coin and palette IPS, to work. My end goal is to make it work on the PS2 port of FCEU (which I'll be referring to within this post as merely "FCEU"), however I'm also testing in Nestopia without luck. T...
by LocalH
Sun Jul 29, 2012 12:22 am
Forum: General Stuff
Topic: All's Well That Ends Well...
Replies: 96
Views: 38587

If someone really wanted to keep the redirection up that much longer, they'd offer to pay enough to make it worthwhile. Screw the haters and freeloaders, the people who actually matter are grateful that you've ran things this long (and are offering to redirect at all, you could just say "tough ...
by LocalH
Wed Jul 25, 2012 1:56 am
Forum: NES Hardware and Flash Equipment
Topic: How to make a famicom cartridge rom dump device?
Replies: 15
Views: 6738

Re: How to make a famicom cartridge rom dump device?

Hamtaro126 wrote:Or there is a option to use Chris Covell's TapeDump program, Only Requires Hardware, But you have to be careful using it, and requires only a Famicom, not a NES or any Famiclones!
I would imagine it would work fine on an NES with disabled 10NES, for the record.
by LocalH
Thu Jun 28, 2012 5:30 pm
Forum: NES Graphics
Topic: Tiles pixels 2x, 4x (or more) - HD remaking of NES games
Replies: 62
Views: 24322

At this point, with the complexity, it would almost be "better" to make game-specific emulators that run the original game logic underneath (for 100% accurate gameplay) but use knowledge of the game's engine specifics to generate a display using higher-quality assets (if not well-done 3D m...
by LocalH
Sun May 20, 2012 9:54 am
Forum: NESdev
Topic: Use APU Frame IRQ to run sound engine twice as fast ?
Replies: 14
Views: 4359

The problem with sprite #0 hits is that the CPU must poll the $2002 register at the right time, and this can be a huge problem if you want most of your CPU used for gameplay. This might be ok for some sort of demo or for simple games where you can get away with only half of the CPU time used... I t...
by LocalH
Sat May 19, 2012 1:54 pm
Forum: NES Graphics
Topic: Best General Purpose Character Set?
Replies: 10
Views: 6472

If one is interested in the PETSCII set, here are several variations. PET, VIC20, C64, C128, CBM2 machines (including regional variants and system-specific differences). The linked site supplies the fonts as TTF, which have been held to be copyrightable in the US, but the actual bitmap images are no...