Search found 155 matches

by strangenesfreak
Mon May 18, 2009 8:08 pm
Forum: NESdev
Topic: Better fading
Replies: 21
Views: 10286

Many of Natsume's NES games, starting from 1991 (such as Shatterhand, Chaos World, and Shadow of the Ninja), fade certain colors beyond their original hues. Gun-Nac also does this.
by strangenesfreak
Tue Apr 21, 2009 3:31 pm
Forum: NESdev
Topic: The NES Palette
Replies: 26
Views: 13987

The hues of the $x2 and $x8 colors are a bit unreliable. Some TVs render $x2 colors closer to cyan than violet, and $x8 colors closer to orange than green. Other TVs render $x2 colors closer to violet than cyan, and $x8 colors closer to green than orange. The canonical NTSC color encoder is the latt...
by strangenesfreak
Tue Mar 03, 2009 10:31 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak unorthodox expansions
Replies: 22
Views: 11253

SID would be way better. SID + 2A03 = awesome The SID is indeed a talented chip. Amazing how they were able to make something like that for just a 1982 computer! I'm not sure I understand, what I had in mind was using block RAM for a sprite system that would overlay the background. Since the overla...
by strangenesfreak
Tue Mar 03, 2009 7:08 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak unorthodox expansions
Replies: 22
Views: 11253

Another scrolling background is doable with the block RAM. Ah, yeah, I forgot about that. I would assume that the block RAM would be for CHR-RAM in this case, correct? -background sprites Like the tile-based "sprites" in most MSX games? That would be interesting, since on an NES, these &q...
by strangenesfreak
Mon Mar 02, 2009 7:11 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak unorthodox expansions
Replies: 22
Views: 11253

Me too, but color attributes will really get in the way. If the extra layer is behind the foreground, you could still use attributes that only change vertically. If it's in front of the background, attributes could be normal but horizontal scrolling of the layer would have to increase ahead of the ...
by strangenesfreak
Tue Feb 17, 2009 11:32 am
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32101

Registers A, X, and Y are internal to the CPU, and mappers can't see them until the CPU puts them on the data bus with the PHA, STA, STX, or STY instruction. The only way I can see that a mapper can "save" register A is by providing a single byte of RAM where the CPU can STA and LDA, and ...
by strangenesfreak
Mon Feb 16, 2009 5:56 pm
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32101

Who said anything about X and Y? To work around the air-gap in the expansion port needs about 22 cycles: irqhandler: pha lda $4111 ; current mixer output sta $4011 pla rti But a hardware mixer that outputs a DPCM stream on $FFC0 would still waste the NES CPU less (four cycles per eight samples), at...
by strangenesfreak
Mon Feb 16, 2009 10:55 am
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32101

Gauntlet II plays decent PCM samples and uses sprite DMA in gameplay at the same time, using MMC3 IRQs to update $4011 every 3 scanlines. It seems to write to sprite DMA at every 5.333 frames (it does a pattern of 4, 8, 4), maybe to reduce distortion caused by the DMA write. However, forcing the gam...
by strangenesfreak
Mon Nov 17, 2008 8:03 pm
Forum: General Stuff
Topic: Weird Double Dragon
Replies: 10
Views: 5311

kyuusaku wrote:Let me guess, another hoax? Isn't there something less irritating you could do here?
A prototype ROM, under the GoodNES name of "Double Dragon (J) (Beta)", matches what this guy is showing - the grey-panted Williams enemies, the "Free Play" sign, and the level skip.
by strangenesfreak
Tue Nov 04, 2008 7:30 pm
Forum: NESemdev
Topic: Gamma weirdness with the NES palette
Replies: 17
Views: 14592

What if the default settings of monitors aren't the proper settings? My LCD PC monitor's default settings puts contrast at 50 (out of 100) and brightness at 100. If I put contrast at 100 and brightness at 0, it fixes the gamma problem somewhat, but it actually becomes extremely sensitive to viewing ...
by strangenesfreak
Tue Nov 04, 2008 5:50 pm
Forum: NESemdev
Topic: Gamma weirdness with the NES palette
Replies: 17
Views: 14592

I think I finally understand what's going on now. :D After rereading the Wikipedia article on gamma correction , it looks like input gamma is encoded differently by PCs and TVs. As it says, PCs encode the input gamma as 0.45, while for TVs, there is usually no encoding needed; this is how I'm interp...
by strangenesfreak
Mon Nov 03, 2008 3:56 pm
Forum: NESdev
Topic: Which emulator most accurately represents NTSC colors?
Replies: 7
Views: 4382

The controller chip in every PC LCD monitor that I've tested has implemented something close to the sRGB curve. Yeah, I've read about that too...it's really confusing. My PC LCD at default settings passes an LCD gamma test for 2.2, but doesn't work at all with a CRT gamma test . My PC CRT at defaul...
by strangenesfreak
Sun Nov 02, 2008 6:44 pm
Forum: NESdev
Topic: Which emulator most accurately represents NTSC colors?
Replies: 7
Views: 4382

There is never one accurate palette, since every TV generates color differently with different color decoders. That said, Nestopia can accurately display any appropriate color TV decoder, given you have the R-Y, G-Y, and B-Y angles and gains. Nestopia starts out with a Consumer decoder, which is the...
by strangenesfreak
Sun Nov 02, 2008 7:26 am
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

Out of curiosity, have you ever played Mike Tyson's Punch-Out!! ? The START button is an integral gameplay button in that game, and I don't find it inconvenient. Would you have done it differently? Yes, I have played that game; the Start button isn't too inconvenient because you can't pause the gam...
by strangenesfreak
Sat Nov 01, 2008 6:42 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 29218

IMO, I don't think the Start button is very convenient to use the bionic arm, especially on an NES controller, where it's usually harder to press that the B or A buttons. Most emulator control setups also isolate the start button from the A and B buttons; for example, I use the Enter key for the Sta...