Search found 63 matches

by LoneKiltedNinja
Sat Mar 31, 2012 4:31 pm
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 38327

Round 2 test: * Initialization successful. Or... at least I got it to beep at me and go into crazy-LED-flicker mode, but I really think the init message got through. My timing on the polling to get data out is still way off- when they say "22µs between clocks" they apparently really f'real...
by LoneKiltedNinja
Sat Mar 31, 2012 2:21 pm
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 38327

Round 1 tests: * Super Glove Ball can flash the glove into high-res mode even after it's been initialized into low-res mode to operate a flashcart bootloader. Thus, the timing of the initialization relative to system start appears immaterial. * in a first round of tests with purely arbitrary init pa...
by LoneKiltedNinja
Sat Mar 24, 2012 9:18 am
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 38327

True, the Super NES Mouse is widely thought to require somewhat specific timing: 16 bits fast, then a delay, than 16 bits slow, to match what Mario Paint does. But it's just an SPI device like any other Super NES controller, and it accepts any reasonable timing. Thwaite works fine even though it re...
by LoneKiltedNinja
Fri Mar 23, 2012 7:43 pm
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 38327

*crickets chirp* Okay. I'll take that as a "no." I'm still going to take a swing at it, and I might as well throw my thoughts here. From an interface perspective, I'm guessing the design was not SO pathological as to require cycle-precise timing to initialize the glove. Worst-case scenari...
by LoneKiltedNinja
Sun Mar 18, 2012 6:48 pm
Forum: NESdev
Topic: the Power Glove
Replies: 63
Views: 38327

OMG necrobump! (sorry, mods) Did this exploration ever turn into anything? I'm contemplating poking around with a Power Glove myself, and while other sources like http://textfiles.fisher.hu/programming/gla-91o and http://wiki.hak5.org/index.php?title=Episode_2x03 do support the idea that the output ...
by LoneKiltedNinja
Fri Sep 05, 2008 8:28 pm
Forum: NESdev
Topic: Happy Birthday dear Fami...
Replies: 17
Views: 14634

Sorry to bump the thread, but it seems I (and for the moment this thread) have been YouTubed , and the particular ROM-emulator combination used is glitching out on the ending DMC sample. While I do currently blame the emulator, I have added a quick tweak that should prevent the loop regardless. The ...
by LoneKiltedNinja
Tue Jul 29, 2008 6:07 pm
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12471

Thanks, tepples. The PPU can index tiles from the $0000 half of the pattern table or from the $1000 half. A few games write to PPUCTRL to switch between $0000 and $1000 halfway down the screen, such as Qix. This is more than enough for a 24x20 tile playfield. I noticed that trick in your e-reader. T...
by LoneKiltedNinja
Sun Jul 27, 2008 8:56 am
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12471

Fine, fine, you win. I've only built a NES on a protoboard and hooked carts up to it, never actually built a cart. My impression from the console's end was that the majority of carts used non-writeable memory for CHR, and from a ROM programmer standpoint, that even writeable CHR memory was of limite...
by LoneKiltedNinja
Sun Jul 27, 2008 8:28 am
Forum: NESdev
Topic: Mandelbrot Set demo
Replies: 6
Views: 8857

I actually got a reset glitch on Nestopia on a PC that I'd never seen on my Mac. I may need to double-check that I do everything I want to be doing at the reset vector. Controls are documented in the included readme(s). Each time you press a button, it starts redrawing the screen with the revised pa...
by LoneKiltedNinja
Sat Jul 26, 2008 12:22 pm
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12471

Apologies for the long post, but you guys are giving me a lot to work with here :oops: IMO, consoles are designed to play games, which is what makes it more impressive when people write console apps for other things. Resource wastefulness is agreeably a big issue with old CPUs, but it's still an iss...
by LoneKiltedNinja
Fri Jul 25, 2008 4:56 pm
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12471

My program sets up such a screen, then fills in the tile characters as it renders the fractal. It just so happens that each 8x1 horizontal line in a graphic tile takes up 4 bytes, so to get this "direct draw" thing going, I just had to have it change the VRAM addresses accordingly and wri...
by LoneKiltedNinja
Thu Jul 24, 2008 6:37 pm
Forum: NESdev
Topic: Super Mario Bros. on the PC-Engine?
Replies: 21
Views: 12471

Out of curiosity, I've never thought seriously about PCE dev work. I'm sure I could pick up the basic ISA, but how different is the theory behind the sound and graphics systems? Iirc PCE uses mainly PCM sound, but is it strictly sampled or can you play arbitrary bitsrings? And how much more complex ...
by LoneKiltedNinja
Tue Jul 22, 2008 4:47 pm
Forum: NESdev
Topic: Video demo of my Columns clone
Replies: 27
Views: 14561

Sivak wrote:MMC3 isn't really an option for cart form as that'll add a lot more cash to make and it's not worth it. The white flash only lasts for 2 frames and I'm not going to worry about it.
Ah. I suppose I'm still new here. Didn't realize this was going to be a real cart. Keep up the good work!
by LoneKiltedNinja
Thu Jul 17, 2008 6:28 pm
Forum: NESdev
Topic: Video demo of my Columns clone
Replies: 27
Views: 14561

Agreed- this looks like a pretty solid title. I don't mind the white flash- it's not as if it's going on in real gameplay- but if you're really picky you could just stuff each tileset in the same location in your CHR bank and use MMC3 or another mapper to just switch the appropriate quarter-bank. I ...
by LoneKiltedNinja
Wed Jul 16, 2008 7:24 pm
Forum: NESdev
Topic: Happy Birthday dear Fami...
Replies: 17
Views: 14634

Thanks, all :) Yes, I am one of the select few to actually take Bob Rost's class, and indeed have now tracked into the same grad program he went through, after doing a similar NES-related capstone in undergrad. I've been leaving Sack in the chr map partly as a nod to Bob when I have the space, and p...