Search found 63 matches
- Sat Mar 31, 2012 4:31 pm
- Forum: NESdev
- Topic: the Power Glove
- Replies: 63
- Views: 38327
- 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...
- 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...
- Fri Mar 23, 2012 7:43 pm
- Forum: NESdev
- Topic: the Power Glove
- Replies: 63
- Views: 38327
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- Fri Jul 25, 2008 4:56 pm
- Forum: NESdev
- Topic: Super Mario Bros. on the PC-Engine?
- Replies: 21
- Views: 12471
- 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 ...
- Tue Jul 22, 2008 4:47 pm
- Forum: NESdev
- Topic: Video demo of my Columns clone
- Replies: 27
- Views: 14561
- 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 ...
- 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...