Search found 155 matches

by strangenesfreak
Sat Dec 01, 2007 11:38 am
Forum: NESdev
Topic: Question about bank switching CHR data from PRG RAM
Replies: 45
Views: 12840

Since you can't freely control the address lines with the PPU driving them it won't work :( Is this all caused on the whole PCB? If not, couldn't the schematics and the other files for the FPGA be changed around a bit? While apparently, some of the CHR RAM address lines don't even touch the FPGA di...
by strangenesfreak
Sat Dec 01, 2007 10:37 am
Forum: NESdev
Topic: Question about bank switching CHR data from PRG RAM
Replies: 45
Views: 12840

I don't really grasp the idea, since surely the entire CHR address bus is driven, and the read/write lines deasserted. If you mean CHR address bus as in the CHR RAM chip's address bus, apparently, not all of the lines are directly available within the FPGA: while the CHR gets A3-A9 from the PPU dir...
by strangenesfreak
Sat Dec 01, 2007 9:34 am
Forum: NESdev
Topic: Question about bank switching CHR data from PRG RAM
Replies: 45
Views: 12840

Sorry if I sounded too confusing - I'll try to clarify some of the ideas - but it may overall be more or less confusing :? : XRAM would theoretically be extra 2KB of RAM inside the FPGA - the FPGA the PowerPak uses can use up to 6KB of extra RAM. FRAM only uses 4KB of that 6KB, so an extra 2KB defin...
by strangenesfreak
Fri Nov 30, 2007 7:16 pm
Forum: NESdev
Topic: Question about bank switching CHR data from PRG RAM
Replies: 45
Views: 12840

I had a little weird, but maybe workable, idea for a PowerPak mapper that could allow the CPU to access the CHR RAM when rendering is off: When rendering is off (or during VBlank), to make direct writes, the CPU could set up registers for bits A0-A2 and A10-A18 (since according to dvdmth, those are ...
by strangenesfreak
Sat Nov 24, 2007 8:10 pm
Forum: General Stuff
Topic: Favorite pirate NES games?
Replies: 34
Views: 15171

I think you're referring to the Contra Spirits version - here it is. This Russian site appears to do dumps of pirate games, so it could be a good place to find some interesting pirate games.
by strangenesfreak
Sat Nov 24, 2007 6:28 pm
Forum: General Stuff
Topic: Favorite pirate NES games?
Replies: 34
Views: 15171

IMO, the music isn't very good and the sound effects and some of the music are absolutely horrible...but everything else is pretty fine. It does feel a little chunky controls-wise, noticeably slower-paced than usual. I'm not sure if it's just me, but I lose all my lives within a minute with the defa...
by strangenesfreak
Fri Nov 23, 2007 8:20 pm
Forum: General Stuff
Topic: Favorite pirate NES games?
Replies: 34
Views: 15171

Another pretty decent pirate game I played was Aladdin , a port of the SNES version. The video is of a certain version of the game converted to MMC3, it only supports one version and most of the music is gone. The ROM names for that version are "Aladdin 4 (1995) (Unl) [!]", and " Alad...
by strangenesfreak
Mon Nov 19, 2007 1:13 pm
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32104

I've read that the smoothest sound the DMC can play are triangle waves (so maybe you can say that triangle waves are the "best sound" the DMC can make) - even if a programmer really really hated how most DMC samples are of low quality, he/she could still just use the DMC as an extra triang...
by strangenesfreak
Sun Nov 18, 2007 4:38 pm
Forum: NES Music
Topic: ADPCM codec?
Replies: 30
Views: 25782

Yes. Does this rom work at all on NES hardware? I dunno about actual NES hardware (I cannot test it myself yet), but it does work on the latest versions of Nestopia and Nintendulator. Is that enough accuracy, or do you really need the NES itself? By the way, your demo's pretty cool - it has a prett...
by strangenesfreak
Sun Nov 18, 2007 2:19 pm
Forum: Newbie Help Center
Topic: DMC channel
Replies: 93
Views: 32104

Could a game specialized for a PowerPak pop some sample bytes (either Raw PCM or DPCM) off of extra files on the CF card and rewrite the PRG chip's space for samples every frame? If such a game could pop off enough bytes at a decent speed - and the PowerPak's file loading routines and its mapper don...
by strangenesfreak
Sat Nov 17, 2007 3:02 pm
Forum: General Stuff
Topic: Favorite pirate NES games?
Replies: 34
Views: 15171

Would Tengen's Tetяis count? Elorg terminated the Tetris license to companies that had been working through Andromeda and Mirrorsoft, which had been falling way behind on royalty payments. I guess so, but I had modern unlicensed games in mind - that is, games that were released for the NES/Famicom ...
by strangenesfreak
Sat Nov 17, 2007 2:44 pm
Forum: General Stuff
Topic: Favorite pirate NES games?
Replies: 34
Views: 15171

Favorite pirate NES games?

What are pirate NES games you would recommend - modern unlicensed games in particular, released after the NES/Famicom's lifetime? While there are a lot of pirate games that have poor graphics, poor sound, or poor gameplay (usually all in one), I found a few that I liked: Buzz and Waldog is an SMW-cl...
by strangenesfreak
Tue Nov 06, 2007 6:30 am
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

Oh, whoops! :oops: Ok, I updated both the site download and the Mediafire download: http://www.mediafire.com/?71ic2mxhncz I also did a couple of more, check the website or download here: This is a couple of demos showing a drawing based on pattern table pixel flickering for extra color depth. This i...
by strangenesfreak
Fri Nov 02, 2007 12:11 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

I doubt my host is blocking IPs...you might want to try to access the webhost itself , if that doesn't work, then I'm sorry - I'm not sure what's happening for you. :( I did upload the files: This is the group of demos with the palette-flickery concept, showing a "whole" palette made by us...
by strangenesfreak
Thu Nov 01, 2007 12:50 pm
Forum: NES Hardware and Flash Equipment
Topic: Pixel/Palette Flickering For More Colors
Replies: 28
Views: 8441

I just remembered something that would help your palette demo: keep PPU rendering disabled until after vblank ends (like Battletoads does). This will result in the artifact pattern going through three different phases for a given pixel (over three frames), rathern than alternating between two. This...