Search found 952 matches
- Thu Mar 24, 2011 12:58 pm
- Forum: Newbie Help Center
- Topic: 8x16 and whatever else unreg wants to know
- Replies: 1570
- Views: 520696
- Thu Mar 24, 2011 11:31 am
- Forum: NES Hardware and Flash Equipment
- Topic: N00B Needing Help with UQROM-4096 Board Design
- Replies: 14
- Views: 12377
Decoding WRAM with the '139 is pretty simple really. Each two-to-four decoder has it's own /E input. So you put PRG /CE and M2 into the first decoder so that output 3 is low when both are high. Then you loop output 3 back into the /E input for the second decoder. Then put A13 and A14 into the last t...
- Thu Mar 24, 2011 7:05 am
- Forum: Homebrew Projects
- Topic: Nighttime Bastards
- Replies: 16
- Views: 12341
This is pretty cool! You may find this thread of interest for background collisions. I recently struggled with this myself. For your game you won't have gravity, and your velocities may be constant, but the sequence of steps needed for correct background collision and response is there. Also I admir...
- Thu Mar 24, 2011 6:29 am
- Forum: NES Hardware and Flash Equipment
- Topic: N00B Needing Help with UQROM-4096 Board Design
- Replies: 14
- Views: 12377
OK, so I've got the WRAM straightened out, and I like using the decoders to enable the PRG-ROM, but I've hit a snag. With the '374 there is no Clock Enable input. So how do I make sure it is only clocked on a write to PRG-ROM? I can't figure out how to make this happen without a hex inverter or some...
- Wed Mar 23, 2011 5:11 pm
- Forum: NES Hardware and Flash Equipment
- Topic: N00B Needing Help with UQROM-4096 Board Design
- Replies: 14
- Views: 12377
- Wed Mar 23, 2011 3:30 pm
- Forum: NES Hardware and Flash Equipment
- Topic: N00B Needing Help with UQROM-4096 Board Design
- Replies: 14
- Views: 12377
N00B Needing Help with UQROM-4096 Board Design
Edit: UQROM is just what I'm calling UxROM with PRG-RAM. Hi all! As I have mentioned before I know just enough about hardware to be dangerous :oops: I am trying to create a UxROM cart that can support battery-backed WRAM and 4MB of PRG-ROM. Realistically I would never have need of such a behemoth ca...
- Wed Mar 23, 2011 12:46 pm
- Forum: 2011 NESdev Competition
- Topic: Thwaite: stuff blowing up
- Replies: 47
- Views: 99788
- Wed Mar 23, 2011 12:41 pm
- Forum: Reproduction
- Topic: How can I reprogram my own nes cartridge?
- Replies: 56
- Views: 50973
The ATMega128 is a micro-controller, not a programmable ROM chip. Have a look at the 29F010 (ordering page is here ). This is a Flash version of the same chip that supports programming at 5VDC and can withstand 1,000,000 erase / write cycles. There is also the 29F020 (256K version) and the 29F040 (5...
- Wed Mar 23, 2011 12:35 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Differences between 27C010 and 27C020?
- Replies: 14
- Views: 7852
The pinouts of the ROMs Nintendo used are different than what we have available today. See NES ROM Pinouts.txt and NES EPROM Conversions.txt . And why'd you sack an SMB3 cart? Sure there are a lot of them, but come on man! At least sack a crap game like Gauntlet II or Where's Waldo? :D *sigh* I wish...
- Wed Mar 23, 2011 5:53 am
- Forum: Homebrew Projects
- Topic: Nomolos: Storming the Catsle
- Replies: 67
- Views: 60908
- Wed Mar 23, 2011 4:43 am
- Forum: Newbie Help Center
- Topic: Object Setup
- Replies: 16
- Views: 6211
- Tue Mar 22, 2011 6:47 pm
- Forum: Newbie Help Center
- Topic: Object Setup
- Replies: 16
- Views: 6211
I am using a system that meets your requirements. All sprites are rectangular and no pattern reuse is possible. If these limitations are acceptable then you might consider it. I lay out all of the unique frames of animation in CHR-RAM in sequential order. Each object type has an attribute table that...
- Tue Mar 22, 2011 5:17 pm
- Forum: NESdev
- Topic: Need Help Optimizing Platformer Background Collision
- Replies: 5
- Views: 4156
I have to agree that even 6 scanlines per object sounds very reasonable if you are doing proper physics and collisions for all of them. A lot of games don't even apply the same rules to all objects, since not all of them need such complex handling. Some objects don't move at all, others are always ...
- Tue Mar 22, 2011 5:04 pm
- Forum: NESdev
- Topic: Need Help Optimizing Platformer Background Collision
- Replies: 5
- Views: 4156
6 scanlines per object. I have 1 player, 4 mobiles and 11 projectiles possible giving me a worst-case of 96 lines. This does not include AI or object to object collision detection or music. I suppose I could lower the projectile count. This more of a Zelda II affair anyhow. That would help with scal...
- Tue Mar 22, 2011 1:51 pm
- Forum: NESdev
- Topic: Need Help Optimizing Platformer Background Collision
- Replies: 5
- Views: 4156
Need Help Optimizing Platformer Background Collision
I've just written my first update and background collision routine for a new project I am working on. I have never done a platformer before. I've gone over the logic several times, but I get the impression that it is sub-optimal. Could you all help me think this through? I can't seem to find any dis...