Search found 186 matches

by MetalSlime
Fri Dec 18, 2009 7:08 am
Forum: NESdev
Topic: Flipping background tiles?
Replies: 25
Views: 11239

Wow I didn't know that. That's crazy. Seems to me like flipping sprites is far more useful than flipping BG tiles. Wonder why they did that. Although I think the SMS used an off the shelf type VDP chip which would explain something like that. Phantasy Star 1 had a really cool first-person dungeon e...
by MetalSlime
Wed Nov 18, 2009 6:20 am
Forum: NESdev
Topic: Bank-switching for Beginners
Replies: 18
Views: 6988

Re: Bank-switching for Beginners

Before I dive into the murky void of bank-switching can I just ask a couple of fundamental questions; 1) (I think I know the answer to this already but) Can you bank-switch DPCM? Yes, but I think you have to have your samples at $C000, so you need a mapper setup that will let you swap that section ...
by MetalSlime
Tue Nov 10, 2009 5:28 am
Forum: General Stuff
Topic: Probably nothing new to you...
Replies: 8
Views: 5108

That was really awesome! Thanks for sharing the link.
by MetalSlime
Sat Nov 07, 2009 9:52 pm
Forum: General Stuff
Topic: Should the nesdev main page be part of the wiki?
Replies: 48
Views: 12549

Am I the only one that hates the logo and thinks its ugly? If we're doing an overhaul, might as well go the full 9 and get a new logo too.
by MetalSlime
Mon Nov 02, 2009 3:22 am
Forum: nesdevWiki
Topic: New projects section created by Durda dan
Replies: 24
Views: 18470

Re: New projects section created by Durda dan

Someone added to the wiki a section about the current active projects for the nesdev community. I think it's a great idea. This way we can find more easily who is working on what. This is a lot easier than trying to find through the forum. I already added one of my project there. I invite everyone ...
by MetalSlime
Wed Sep 23, 2009 2:05 am
Forum: NES Music
Topic: Help with Mega Man 2 Sound Engine/Music
Replies: 4
Views: 5403

That's what I was wondering too. Have you figured out MM2's music format?
by MetalSlime
Tue Sep 15, 2009 11:14 pm
Forum: NES Music
Topic: Average size for music engine
Replies: 14
Views: 8434

The Guardian Legend's sound engine is 2,439 bytes: Code takes up 1782 bytes. LUTs take up 657 bytes. These tables include all the volume envelopes and pitch envelopes, since The Guardian Legend doesn't use an instrument system. If you don't want to count these, LUTs only take up 295 bytes (for a sou...
by MetalSlime
Wed Aug 26, 2009 5:22 am
Forum: NESdev
Topic: Interesting sound behavior...
Replies: 3
Views: 2447

What does your full loop look like?

Try enabling the square channel (via $4015) before you make your writes to $4000-$4003.
by MetalSlime
Tue Aug 25, 2009 3:26 pm
Forum: Homebrew Projects
Topic: Public demo rom of Battle Kid - Updated
Replies: 52
Views: 34830

I love this game. It controls and looks great! I think the level design is great too. Each room is like a little puzzle of its own. I thought it was really hard at first, but like others have mentioned going through the rooms multiple times really builds your muscle memory. I can breeze through the ...
by MetalSlime
Wed Aug 12, 2009 8:45 am
Forum: General Stuff
Topic: DPad Hero
Replies: 5
Views: 2538

yeah but what fun is that? I hear you. I totally understand. Actually, I've never cheated a game in an emulator unless the goal was reverse-engineering- or romhacking- related (usually the former). You're so close to getting the gold in the last song that cheating now should be criminal. I'm rootin...
by MetalSlime
Tue Aug 11, 2009 7:59 pm
Forum: General Stuff
Topic: DPad Hero
Replies: 5
Views: 2538

Re: DPad Hero

I know there's a thread about this already, but it's in nesdev and is several months old. Anyway I've been playing this on and off for the past few days and got pretty good. I'm trying REALLY hard to get a gold in everything -- I want to see if you get anything special. I kind of doubt it -- all I ...
by MetalSlime
Tue Aug 11, 2009 7:55 pm
Forum: General Stuff
Topic: Is it "379" that's unlucky?
Replies: 7
Views: 3777

Yeah, 4 is the unlucky number. Lots of buildings skip the 4th floor and go straight from 3 to 5.

The only other thing that comes to mind is that the etymology of the word "yakuza" comes from the losing hand of a card game (8, 9, 3):

http://en.wikipedia.org/wiki/Yakuza#Etymology
by MetalSlime
Sat Aug 01, 2009 8:35 am
Forum: General Stuff
Topic: The best NES song ever?
Replies: 30
Views: 10587

Already mentioned, but I love the Guardian Legend soundtrack. Some other songs I like that I can think of off the top of my head: Dragon Warrior 3: overland theme Dragon Warrior 4: Alena's Theme Dragon Warrior 4: Mara/Nara Gemfire: Summer song Gemfire: Pastha song To mic_: Thanks for mentioning RC P...
by MetalSlime
Thu Jul 30, 2009 7:24 am
Forum: Newbie Help Center
Topic: Jumpy screen - out of CPU time?
Replies: 16
Views: 7539

UncleSporky wrote: Is that the problem? I need to write to $2005 every loop as well? But it was working fine before...
Yes probably this is the problem. :) Read here:

http://nesdev.com/bbs/viewtopic.php?p=47965#47965
by MetalSlime
Sun Jul 26, 2009 12:21 am
Forum: NESdev
Topic: Possible to switch from UNROM to UOROM (Mapper 2)
Replies: 5
Views: 3565

Re: Possible to switch from UNROM to UOROM (Mapper 2)

Hi all! This is a question I'm curious about. I wanna expand the PRG ROM to 256K, but I can only do that if the game is UOROM. Is it even possible to change the type? Maybe similar to changing a mapper. Regardless I'm not a complete noob at this and I'm fairly comfortable with NES ASM and hacking i...