Search found 952 matches
- Wed Mar 30, 2011 12:12 pm
- Forum: Homebrew Projects
- Topic: Hex Editing Japanese Text. - Famicom fun...
- Replies: 14
- Views: 11445
- Wed Mar 30, 2011 11:07 am
- Forum: Homebrew Projects
- Topic: Hex Editing Japanese Text. - Famicom fun...
- Replies: 14
- Views: 11445
- Wed Mar 30, 2011 5:57 am
- Forum: Homebrew Projects
- Topic: I Want To Do Music For An NES Game
- Replies: 25
- Views: 14953
- 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,...
- 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...
- 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...
- 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...
- Mon Mar 28, 2011 3:46 pm
- Forum: Newbie Help Center
- Topic: 8x16 and whatever else unreg wants to know
- Replies: 1570
- Views: 520730
- 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
- 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...
- Mon Mar 28, 2011 10:50 am
- Forum: Homebrew Projects
- Topic: Question about Gameplay speedrun on real hardware
- Replies: 30
- Views: 17195
- 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
- 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...
- Sun Mar 27, 2011 9:45 am
- Forum: Homebrew Projects
- Topic: [Updated 05/08/2011] Adventure Game Demo
- Replies: 30
- Views: 18521
- Sun Mar 27, 2011 5:17 am
- Forum: NESdev
- Topic: NDX (Nintendulator Debug Extensions)
- Replies: 104
- Views: 51496