Search found 155 matches

by strangenesfreak
Sun Aug 26, 2007 3:04 pm
Forum: NESemdev
Topic: About color indexes..
Replies: 21
Views: 9084

2. I've read that 0x04, 0x08, and 0x0C (and their mirrors) can have unique data from 0x00 and its mirrors, but they can only be used by changing the PPU address when rendering is off. 3. I think the original colors would be returned, since I think you are just reading from palette RAM and not the co...
by strangenesfreak
Sat Aug 25, 2007 6:54 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak and BootROM Questions
Replies: 4
Views: 2253

Re: PowerPak and BootROM Questions

The WRAM is accessed through the same pins as the PRG, cept there is WRAM /EN. Data bus and address bus are the same. Theoretically, if a mapper is messing with WRAM pins while the NES's CPU is accessing PRG RAM (not the WRAM), and since the PRG RAM and WRAM chips share the same cart PRG input/outp...
by strangenesfreak
Sat Aug 25, 2007 9:17 am
Forum: NES Hardware and Flash Equipment
Topic: APU DAC/mixer
Replies: 16
Views: 6383

The NESdevWiki article on the APU Mixer says that each channel has its own internal DAC.
by strangenesfreak
Fri Aug 24, 2007 9:10 am
Forum: NESdev
Topic: Easier and harder game genre to code/developp
Replies: 19
Views: 15683

The method I was thinking of allows background tiles behind the fighters, although it won't allow multiple scrolling backgrounds behind the fighters' action area as a disadvantage. This could be resolved by using the animating parallax tiles method as mentioned before, but the tiles would likely be ...
by strangenesfreak
Fri Aug 24, 2007 6:18 am
Forum: NESdev
Topic: Easier and harder game genre to code/developp
Replies: 19
Views: 15683

The problem is that this doesn't really help in this case, as if the characters moves by big chunks it will look bad. However, characters don't move that much vertically, so maybe it'll be possible to make some horizontal line to not make a big chuck of one solid color as the background, and when t...
by strangenesfreak
Tue Aug 21, 2007 6:50 pm
Forum: NES Hardware and Flash Equipment
Topic: PowerPak and BootROM Questions
Replies: 4
Views: 2253

PowerPak and BootROM Questions

Can user-made mappers for the PowerPak directly access the 32KB WRAM pins? They don't seem to be in the FPGA pinout, even though it has support for WRAM. Does the "glue logic" mentioned in RetroUSB.com's description for the PowerPak connect with those pins? Can the FPGA support more RAM? A...
by strangenesfreak
Tue Aug 21, 2007 3:37 pm
Forum: NESdev
Topic: Easier and harder game genre to code/developp
Replies: 19
Views: 15683

Personally, I think a shooter (Gradius, TwinBee, etc.) would be the easiest genre to develop for, since you just need to worry about enemies and power-ups. Rarely do shooters have puzzles outside the bosses, and the enemies and power-ups are usually simplistic. The basic genre that would be in the m...
by strangenesfreak
Tue Aug 21, 2007 1:39 pm
Forum: NESdev
Topic: Questions about the NES's blacks
Replies: 5
Views: 3645

Color $1D is not distinguishable from $xE / $xF with color emphasis off. This has been confirmed. With emphasis on, it is slightly darker, but I don't think it's enough to cause sync issues. Actually, now that I look at the table in the PPU Voltage thread, it looks like $1D with emphasis on is only...
by strangenesfreak
Tue Aug 21, 2007 8:20 am
Forum: NESdev
Topic: Questions about the NES's blacks
Replies: 5
Views: 3645

In fact, I think color emphasis is reducting the voltage with some analog circuitery, and maybe for $0d it actually increase the voltage (considering the voltage is originally negative), making it less harmful. That's why some games did this without too much problem. The PPU Voltage thread says tha...
by strangenesfreak
Mon Aug 20, 2007 2:51 pm
Forum: NESdev
Topic: Questions about the NES's blacks
Replies: 5
Views: 3645

Questions about the NES's blacks

I was wondering about the blacks in the NES: In NTSC PPUs, is $1d supposed to be the same as xE/xF? According to the PPU voltage threads in this board, $1d is the same as xE/xF (black level) when color emphasis is off. Some palettes including Nestopia's contradict this, where $1d and $3e are very da...
by strangenesfreak
Thu Aug 16, 2007 5:08 am
Forum: NESdev
Topic: is this the NES palette?
Replies: 33
Views: 11035

$xd should be avoided anyway because if you fall the palette to black by software chances are that the color $0d will eventually be reached. Technically, $01-$0c oscillate between $00 and $0d, so they do access $0d temporarily. I guess when used as its own color (not for rendering other colors), th...
by strangenesfreak
Wed Aug 15, 2007 8:38 pm
Forum: NESdev
Topic: is this the NES palette?
Replies: 33
Views: 11035

tokumaru, I think $2c and $3c in the palette you posted look like almost the same luminance ($3c looks only slightly brighter than $2c), so those definitely need to be adjusted. Is $1d supposed to be brighter than $0f or exactly the same? Most have $1d the same as $0f, others have it slightly bright...
by strangenesfreak
Sun Aug 12, 2007 3:06 pm
Forum: NESdev
Topic: Some questions about $4011, BG enemies, and color $0D
Replies: 4
Views: 2620

The color $0d is to avoid at all cost due to it's negative voltage it can output on NTSC consoles In that case, were there any complaints about The Immortal glitching on TVs, back when it was released? Since it also uses all the emphasis bits, $0d's voltage would be even lower than normal, so maybe...
by strangenesfreak
Sun Aug 12, 2007 1:24 pm
Forum: NESdev
Topic: Some questions about $4011, BG enemies, and color $0D
Replies: 4
Views: 2620

Some questions about $4011, BG enemies, and color $0D

There were some things I was wondering about: * Which games write to $4011 during gameplay without pausing for whole frames (like most games that use $4011)? Gauntlet II does for voices and most of its sound effects, Ultimate Stuntman does for its drums, and The Empire Strikes Back does for voices. ...
by strangenesfreak
Sun May 06, 2007 6:42 pm
Forum: NESdev
Topic: $5800 in MMC5
Replies: 11
Views: 5020

This, along with the $5010 mystery, remain the only MMC5 aspects yet to be figured out (AFAIK). Somebody on the NESdevWiki wrote some theories about $5010 and how the MMC5 supports 2 PCM modes. The theories were based on the MMC5 PCM sound patent . Just Breed writes $40 to $4017 and then $5010 at p...