Search found 952 matches

by qbradq
Wed Mar 30, 2011 12:12 pm
Forum: Homebrew Projects
Topic: Hex Editing Japanese Text. - Famicom fun...
Replies: 14
Views: 11445

There are no US cartages that use mapper 33. It is a Japan-only mapper used exclusively by Taito games NESCartDB Reference for Mapper 33 . Licensed US games were mostly restricted to using official Nintendo mappers and boards, like NROM, A*ROM, U*ROM, MMC1, MMC3 and MMC5. To "port" a game ...
by qbradq
Wed Mar 30, 2011 11:07 am
Forum: Homebrew Projects
Topic: Hex Editing Japanese Text. - Famicom fun...
Replies: 14
Views: 11445

Doesn't look like I'll be making an NES repro cart of this thing anytime soon :D It uses Mapper 33. Maybe next we should work on an MMC3 port?
by qbradq
Wed Mar 30, 2011 5:57 am
Forum: Homebrew Projects
Topic: I Want To Do Music For An NES Game
Replies: 25
Views: 14953

I am not yet to the point with my game project were I need music, but I will definitely need a composer. Stick around for a while :D
by qbradq
Tue Mar 29, 2011 5:47 am
Forum: General Stuff
Topic: Nintendo it's for breakfast now!
Replies: 2
Views: 1628

I can't watch the video at the moment, but the kind I had was from the Super Mario Brother's Super Show (the one with Capitan Lou, set in SMB2-US). Half of the box was Mario, the other half was Zelda. I don't know why, but they really pimped the Zelda show on almost every episode of SMB-SS. And yea,...
by qbradq
Tue Mar 29, 2011 5:42 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17195

Many games do not strobe the controller ports during cut scenes, level / screen transitions, etc. So we should end up with fewer samples. Games like SMB3 that strobe multiple times per frame will always be reading the same input byte Unless they hit the DPCM double clock glitch. If they hit it on t...
by qbradq
Tue Mar 29, 2011 5:38 am
Forum: NES Hardware and Flash Equipment
Topic: Suggestions for Good Chip Programmer (Flash, PIC and AVR)
Replies: 10
Views: 5865

In the past I've made my own AVR ISP programmer with a parallel cable and some custom software. I've also made a ROM programmer for 27C010 using a couple of binary counters and a serial-to-parallel shift register, again through a parallel cable. It just so happens I have more money than time these d...
by qbradq
Tue Mar 29, 2011 5:31 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17195

I doubt it will add much to the size. If anything it may reduce the size of some input movies. Many games do not strobe the controller ports during cut scenes, level / screen transitions, etc. So we should end up with fewer samples. Games like SMB3 that strobe multiple times per frame will always be...
by qbradq
Mon Mar 28, 2011 3:46 pm
Forum: Newbie Help Center
Topic: 8x16 and whatever else unreg wants to know
Replies: 1570
Views: 520730

The positions you specify in the meta-sprite are relative to the object's origin. You make it relative to the object's position by adding the object's position to those values. If you game scrolls you will also need to subtract the scroll amounts.
by qbradq
Mon Mar 28, 2011 1:38 pm
Forum: NES Hardware and Flash Equipment
Topic: Suggestions for Good Chip Programmer (Flash, PIC and AVR)
Replies: 10
Views: 5865

Ah. Thanks for the education :D
by qbradq
Mon Mar 28, 2011 12:09 pm
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17195

guess I could try to make it detect instruction sequences such as LDA $4016.. dynamically patch the following instruction to JMP to my own code and then JMP back when it's done. Man that would be dirty, but kinda fun at the same time. Your FPGA magic is well over my head at this point, but I'll tel...
by qbradq
Mon Mar 28, 2011 10:50 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17195

qbradq, your system for embedding TAS type inputs is pretty slick. I plan to put this into my Yars' Revenge clone, to spice up my "attract mode" (but for both controllers, as my attract mode demos the two-player coop mode). Thank you for your excellent contribution to the nesdev community...
by qbradq
Mon Mar 28, 2011 10:45 am
Forum: NES Hardware and Flash Equipment
Topic: Suggestions for Good Chip Programmer (Flash, PIC and AVR)
Replies: 10
Views: 5865

I fail to see what's so darned complicated about a chip programmer :D Seems like a micro-controller with 40 I/O pins and some glue logic for routing Vcc and GND is all you need.

Anyway, I really appreciate the advise on this.
by qbradq
Mon Mar 28, 2011 7:15 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17195

From reading the description I thought that the dictionary was composed by the latest 128 button combinations used... You could have the index point to one of the previous 128 bytes in the raw stream, but that would effectively make the dictionary shorter I think... Maybe I got it wrong and the dic...
by qbradq
Sun Mar 27, 2011 9:45 am
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18521

Until I started this thread I never really thought about how Mega Man handled movement. I am going to implement the combat system before I do any big changes to the controls though. I think I will have a better feel for how the controls impact game play then.

Thanks for your input!
by qbradq
Sun Mar 27, 2011 5:17 am
Forum: NESdev
Topic: NDX (Nintendulator Debug Extensions)
Replies: 104
Views: 51496

Thank you for your continued work on this thefox! I have been using this daily and it's a huge help.