Search found 493 matches

by clueless
Thu Apr 21, 2011 10:12 pm
Forum: NESdev
Topic: Expanding the PRG-ROM for Mapper 66
Replies: 18
Views: 6716

lidnariq wrote:
qbradq wrote:The random game cart :)
A few years ago I took apart a 2600 pirate multicart. That's how you chose the game — Vcc was hooked to the clock input of a counter chip, and that counter IC was powered through a diode and capacitor.
That is hilarious. And nifty.
by clueless
Wed Apr 20, 2011 1:05 pm
Forum: NESdev
Topic: Japanese Gimmick! on a PAL console
Replies: 16
Views: 5875

Game genie code ALEAAUAO will transpose the square waves and triangle waves up by one half step (it changes CLC to SEC before an ADC) Game genie code ALUANOAO will transpose the "FME7" sound channels up one half step. But even with those two minor changes, the sound is still off key with ...
by clueless
Fri Apr 15, 2011 11:54 am
Forum: NES Hardware and Flash Equipment
Topic: NESDEV1 Community Development Board, Initial Planning
Replies: 206
Views: 47514

qbradq's approach is very reasonable. Just get the MMC5_NESDEV1 working and see where the project is at. Personally, I won't be ready to start on a new game for a few more months anyway, and I will make do with MMC1 + 8K SRAM until I need more memory and more granular banking.
by clueless
Fri Apr 15, 2011 10:10 am
Forum: NES Hardware and Flash Equipment
Topic: NESDEV1 Community Development Board, Initial Planning
Replies: 206
Views: 47514

qbradq, based on my reading of your excellent MMC5_NESDEV1 wiki page, it seems that one would be able to reprogram the IRQ counter multiple times per frame, thereby being able to implement a top + bottom status bar, for example. Can you confirm that your mapper will permit this? Does the original MM...
by clueless
Fri Apr 15, 2011 8:01 am
Forum: NES Hardware and Flash Equipment
Topic: MMC3 Dev Cart Feature and Price Survey
Replies: 48
Views: 11351

I do want to say one thing: I like Membler's squeedo. I like qbradq's enthusiasm for creating something / anything more powerful than MMC1. I like options, and I think that it is wonderful that talented people contribute their expertise to the community. For my next project, I might choose MMC1, Squ...
by clueless
Thu Apr 14, 2011 6:32 pm
Forum: NES Hardware and Flash Equipment
Topic: MMC3 Dev Cart Feature and Price Survey
Replies: 48
Views: 11351

I like the idea of a subset of the MMC5's features. The supported ROM size, bankswitching and mirroring capabilities, and the reliable scanline counter is all I could ever want from a mapper. Oh, and the extra RAM of course, but the rest is completely superfluous IMO. I too like the idea of a MMC4....
by clueless
Wed Apr 13, 2011 9:47 pm
Forum: NES Hardware and Flash Equipment
Topic: MMC3 Dev Cart Feature and Price Survey
Replies: 48
Views: 11351

So which mapper would tokumaru and Drag recommend cloning instead? Consider that this product is intended for developers, and developers will want to use a debugging emulator, so it'd be best to use a mapper that's already well supported in FCEUX and Nintendulator. I disagree with the idea what dev...
by clueless
Wed Apr 13, 2011 7:19 am
Forum: General Stuff
Topic: Thinking of installing linux...
Replies: 36
Views: 11383

I don't want to steal cpow's thunder... but since he hasn't posted yet... His emu+ide, nesicide, will compile (usually) on Linux. It supports symbolic debugging and directly uses the ".nes.dbg" output files from ld65. It works on windows and Ubuntu. Mattmatteh and I (well, mostly mattmatte...
by clueless
Tue Apr 05, 2011 5:10 pm
Forum: General Stuff
Topic: Bio Force Ape found
Replies: 38
Views: 11115

tokumaru wrote:Tiny levels annoy me.
<aol>Me too!</aol> :)
by clueless
Tue Apr 05, 2011 1:49 pm
Forum: General Stuff
Topic: Bio Force Ape found
Replies: 38
Views: 11115

If the blocks are 256x256 pixels then I guess you should call them "screens". And then I sure hope the individual screens are further compressed otherwise they're going to take a damn lot of space. Crystalis (MMC3, 256K prog / 128K char) stores "screens" as uncompressed sets of ...
by clueless
Mon Apr 04, 2011 1:39 pm
Forum: NES Hardware and Flash Equipment
Topic: So why didn't Nintendo use dual-ported video RAM?
Replies: 17
Views: 5051

Assuming that you are writing a contiguous set of tiles (especially vertically), it is faster to allow the PPU to auto-increment the destination address. If you had direct access to the VRAM, updating rows and columns of tiles would generally be slower. We gain this optimization at the expense of be...
by clueless
Fri Apr 01, 2011 11:28 am
Forum: NESemdev
Topic: New NES emulator!
Replies: 51
Views: 15740

I managed to hack into ultimate_coder's PC and grab his emu source code (the full beta). I gave it a whirl. Tried my yars game in it. The emu is still a bit buggy, as Yar fly off the screen and across the room. My cat is currently chasing it. I hope that yar doesn't launch the cannon at my cat.
by clueless
Fri Apr 01, 2011 10:51 am
Forum: NESemdev
Topic: New NES emulator!
Replies: 51
Views: 15740

Something must be wrong. I'm testing your perl and qbasic code on my linux box. I was stupid and ran it as root, there was a shitload of disk activity, and now my kernel panicked. :( Please send help fast. Yeah, I run it under my linux box in Wine, and then run dos box inside of Wine for that extra...