Search found 155 matches
- Wed Oct 31, 2007 6:18 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Pixel/Palette Flickering For More Colors
- Replies: 28
- Views: 8441
Which of the following would you guys think would be the best?: 1. Attribute Flicker for Extra Palettes: Have a mapper flicker between palette pairs for extra palettes, alternating within 8x1 pixel silvers (in BG and/or sprites). 2. Pixel Flickering for Extra Color Depth: Have a mapper flicker betwe...
- Wed Oct 24, 2007 2:54 pm
- Forum: NESdev
- Topic: Framerate change to reduce/avoid total slowdown
- Replies: 11
- Views: 4093
I was thinking more of this, sorry if the comments are a bit too long: nmi: inc nmi_framecounter ;increase frame counter for nmi's routines lda main_done ;check if the main thread is done beq + ;if not set, the main_thread is not done yet lda nmi_framecounter sta main_framecounter ;skip frames for l...
- Tue Oct 23, 2007 4:04 pm
- Forum: NESdev
- Topic: Framerate change to reduce/avoid total slowdown
- Replies: 11
- Views: 4093
Framerate change to reduce/avoid total slowdown
What would be a good method to incorporate framerate changes for "too long" frames, say, change the framerate from 60Hz to 30Hz when a frame of gameplay needs two frames? Would it be as simple as always running NMIs at 60Hz that update a frame counter, then during the second real frame of ...
- Tue Oct 23, 2007 3:31 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Pixel/Palette Flickering For More Colors
- Replies: 28
- Views: 8441
- Fri Oct 12, 2007 5:45 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Need help building devcart...
- Replies: 19
- Views: 7352
- Tue Oct 09, 2007 1:30 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Questions regarding the Yobo FC
- Replies: 75
- Views: 24301
- Sun Sep 30, 2007 1:20 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Adding more usable pins for PowerPak FPGA
- Replies: 1
- Views: 1551
Adding more usable pins for PowerPak FPGA
To communicate with a separate chip - say, an extra processor like for sound, or to connect traces/wires between extra FPGA pins and unused cartridge pins, maybe for EXP pins to go through an NES-FC cart converter for extra sound from a Famicom, or to (theoretically) communicate with some EXP port u...
- Sat Sep 22, 2007 5:21 pm
- Forum: NESemdev
- Topic: Why do some mapper IRQs mess up in Nestopia?
- Replies: 9
- Views: 4917
Why do some mapper IRQs mess up in Nestopia?
In Nestopia, whenever I do a soft reset in most games that use mapper IRQs, mapper IRQs never trigger until a hard reset or a new game is loaded. MMC5 IRQs are fine, but MMC3 and some other mappers' games have this problem. So maybe MMC3-style IRQs are causing these problems? I'm using the latest ve...
- Sat Sep 22, 2007 11:17 am
- Forum: NESdev
- Topic: I thought i knew how to add and subtract....
- Replies: 12
- Views: 4755
i think i was looking at LDA $20 ADC $22 etc... as values and not addresses. if these are actually addresses then it would seem to make more sense to me. am i correct.? these are addresses? Yeah, those would supposed to be addresses instead of values, zero-page addresses to be exact. Values in asse...
- Sat Sep 22, 2007 11:11 am
- Forum: NESdev
- Topic: I thought i knew how to add and subtract....
- Replies: 12
- Views: 4755
- Sun Sep 16, 2007 7:09 pm
- Forum: NESdev
- Topic: Why is The Immortal such a pain in the ass?
- Replies: 19
- Views: 8946
How many MMC3 games use sprite zero hit? The only sprite 0 hit MMC3 game I've ever played so far is Gauntlet. It's used on the title screen, the scrolling text for Morak's trashtalk after those clue-finding levels, when you need to enter the password for the last 100th level (Morak is the red-hoode...
- Sun Sep 16, 2007 3:10 pm
- Forum: NESdev
- Topic: Why is The Immortal such a pain in the ass?
- Replies: 19
- Views: 8946
Maybe why it shakes so much is that in addition to using low-voltage color $0D, it also uses all the color deemphasis bits to make the screen darker, lowering $0D's voltage to 1.043 volts, 0.243 relative to sync according to this thread . The Immortal also uses $1D in the title screen for the wizard...
- Sat Sep 15, 2007 3:57 pm
- Forum: NES Hardware and Flash Equipment
- Topic: PowerPak's available again.. (but almost gone!)
- Replies: 45
- Views: 16336
What's there is all you need. What are you looking for? There might be changes in the schematics for all the mappers for the BootROM or WRAM changes, which may (or may not) be necessary. How could these updated bitstreams be extracted from the new mapper files to check for any important fixes in th...
- Sat Sep 15, 2007 12:57 pm
- Forum: NES Hardware and Flash Equipment
- Topic: PowerPak's available again.. (but almost gone!)
- Replies: 45
- Views: 16336
Looks like PowerPaks are on sale again! The mapper files have been updated again to fix battery RAM loading and saving (you can see in the changes file). I wonder when bunnyboy will post up an updated mapper development kit...
- Sat Sep 15, 2007 10:58 am
- Forum: NESdev
- Topic: Updating APU Regs Multiple Times Per Frame
- Replies: 28
- Views: 22853
If one wanted to play DPCM samples during intense split-screen effect IRQs, would it be practical to read from the same samples converted from DPCM to RAW and update $4011, then determine where to continue the DPCM sample? With this method, if it needs to be updated, DPCM would always be updated at ...