Search found 180 matches
- 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...
- 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...
- 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?
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.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.
- 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 
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- Sun Jul 29, 2012 12:22 am
- Forum: General Stuff
- Topic: All's Well That Ends Well...
- Replies: 96
- Views: 38587
- 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?
I would imagine it would work fine on an NES with disabled 10NES, for the record.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!
- 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
- 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...
- 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...