Search found 155 matches

by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
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 ...
by strangenesfreak
Tue Oct 23, 2007 3:31 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

I made some demos to (sort of) demonstrate the palette-filckery concept, showing a "whole" palette made by using pixel dithering + 2 palette flickering. You will need an emulator with NTSC artifact support (such as Nestopia) to see more colors than an emulator without. You can see more her...
by strangenesfreak
Fri Oct 12, 2007 5:45 pm
Forum: NES Hardware and Flash Equipment
Topic: Need help building devcart...
Replies: 19
Views: 7352

TNROM is an MMC3B board with possible PRGROM sizes 128, 256, or 512KB. It uses CHRRAM and PRGRAM that can be battery-backed. You can see here . Final Fantasy III and Destiny of an Emperor II are the only two games to use TNROM. Only Famicom HVC-TNROM boards exist; NES-TNROM boards were never made.
by strangenesfreak
Tue Oct 09, 2007 1:30 pm
Forum: NES Hardware and Flash Equipment
Topic: Questions regarding the Yobo FC
Replies: 75
Views: 24301

A lot of people like Just Breed - it's a mix of Dragon Warrior with Fire Emblem, and it takes advantage of the MMC5 for very colorful and detailed graphics. The other games are either games most people find at most slightly above average or pretty bad (Cheetahmen II in particular).
by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
Sat Sep 22, 2007 11:11 am
Forum: NESdev
Topic: I thought i knew how to add and subtract....
Replies: 12
Views: 4755

I believe you need to check the carry flag when you add the low bytes together. If it's set, you add 1 to the sum of the high bytes. As for subtraction, I believe you need to check the carry flag when you subtract the low bytes. If it's clear, subtract 1 from the difference of the high bytes.
by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
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...
by strangenesfreak
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 ...