Search found 952 matches

by qbradq
Sun Mar 27, 2011 5:15 am
Forum: NES Hardware and Flash Equipment
Topic: Suggestions for Good Chip Programmer (Flash, PIC and AVR)
Replies: 10
Views: 5864

Thanks for all of your feedback. It seems there is no universal programmer that fits the product mix I want. I am going to use my Arduino board as an ISP programming board for ATMega chips, and I'm going to use the Parallel port on the motherboard of my MAME console to program ROMs with the programm...
by qbradq
Sun Mar 27, 2011 5:11 am
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

One very small thing: the player sprite isn't visible during fade in. Right, I hadn't thought about that... I guess I could wait until I have all objects created, then run the sprite generator once before fade-in. Thanks! nub question from total nub: are those fade outs done via code instructing pa...
by qbradq
Fri Mar 25, 2011 5:10 pm
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

also, homeboy's head is really skinny!
Yea, I need to fix that :D Thank you for the feedback! This is very encouraging!
by qbradq
Fri Mar 25, 2011 5:00 pm
Forum: NES Hardware and Flash Equipment
Topic: Suggestions for Good Chip Programmer (Flash, PIC and AVR)
Replies: 10
Views: 5864

Suggestions for Good Chip Programmer (Flash, PIC and AVR)

Hi all. I just bought what I thought was a cheap USB chip programmer off eBay. It's not (I'll be giving it away soon). Anyway, I am looking for suggestions for a good chip programmer that supports a wide range of memory and MCU's. My budget is $100 to $150. Any suggestions? It needs to be 100% USB (...
by qbradq
Fri Mar 25, 2011 4:02 pm
Forum: 2011 NESdev Competition
Topic: Forehead Block Guy
Replies: 3
Views: 14008

Wow, that's great! That's awesome that it's got an edit mode too :D

One bug I noticed, if I am standing right next to a step on Level 2 I can't jump.
by qbradq
Fri Mar 25, 2011 2:14 pm
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17192

Please post your results! I'd love to see them :D
by qbradq
Fri Mar 25, 2011 8:38 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17192

Good news! I got bored so I whipped up a Python program to compress FCEUX FM2 input movies into the format I documented above. I tested this with a ~18 minute run of SMB1 and a ~6 minute run of SMB1. Both came out to about 6% of the uncompressed (one byte per frame) size. Download Link (GPL V3, Requ...
by qbradq
Fri Mar 25, 2011 6:53 am
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

Congratulations on that, but I think you should increase the initial speed of jumps. Rignt now it feels "sluggish". Just a suggestion. I feel that too, but right now it's a trade-off between how controllable the jump height is and how fast the initial jump is. I'll be tweaking on this a b...
by qbradq
Fri Mar 25, 2011 5:54 am
Forum: Homebrew Projects
Topic: Question about Gameplay speedrun on real hardware
Replies: 30
Views: 17192

I worked on an AVR-based solution to play back a TAS over the controller port (never finished :( ). Here's the compression scheme I used for this project. I've converted it to C for readability. typedef struct { byte num_frames; // The number of frames to hold this input byte. byte input; // The lit...
by qbradq
Fri Mar 25, 2011 5:38 am
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

Perhaps some small amount of "skidding" when turning around like RT-55J said. But not much at all, that would be annoying. Working on this now :D The only thing that can be annoying is that when jumping up, and when you miss the platform on the screen up, and you fall down again, there ar...
by qbradq
Fri Mar 25, 2011 5:30 am
Forum: NES Hardware and Flash Equipment
Topic: N00B Needing Help with UQROM-4096 Board Design
Replies: 14
Views: 12377

Wow, I'm really in over my head :D Thank you for working on this Kyuusaku!
by qbradq
Thu Mar 24, 2011 5:29 pm
Forum: NES Hardware and Flash Equipment
Topic: N00B Needing Help with UQROM-4096 Board Design
Replies: 14
Views: 12377

qbradq, there is no clock enable, but that's what the other '139 is for, you decode R//W and "PRG /CE" (/ROMSEL) to the clock pulse line. Data is sampled on the falling edge of "M2" (Phi2) which is also the rising edge of /ROMSEL (which is delayed but data is still valid). This ...
by qbradq
Thu Mar 24, 2011 3:55 pm
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

Wow, thanks for all the feedback! unregistered Posted: Thu Mar 24, 2011 3:22 pm    Post subject: playing using a real nes controller... the character feels too heavy imo. Nice job on the graphics! Do you mean when walking or jumping? The character does have a nice inertial feel, but this is ruined b...
by qbradq
Thu Mar 24, 2011 2:43 pm
Forum: NES Hardware and Flash Equipment
Topic: N00B Needing Help with UQROM-4096 Board Design
Replies: 14
Views: 12377

So cascade both halves of the '139. Gotcha; thanks. I was just looking for some way to integrate bus conflict avoidance. If you've found some other way to invert R/W to produce /OE, that's even better. The idea is ROM chip will be disabled when the RAM chip is enabled. I've taken care of that with ...
by qbradq
Thu Mar 24, 2011 1:23 pm
Forum: Homebrew Projects
Topic: [Updated 05/08/2011] Adventure Game Demo
Replies: 30
Views: 18518

[Updated 05/08/2011] Adventure Game Demo

Update I have tightened up the controls, redone several of the tiles, added zombies, AI, damage, player attacks and enemy deaths. Give it a try :D Also updated the screenshot. ROM Download (iNES 1 Format) Original Post I'm back again with another demo! Yay! I really learned a *lot* from my attempt ...