Search found 952 matches
- Mon Mar 07, 2011 3:38 pm
- Forum: NESdev
- Topic: Text routines and scripting
- Replies: 8
- Views: 3615
I have RE'ed the script systems for Ultima 4 and 5. They use a more limited scripting system than what you have described, so that's probably not going to be of much use to you :D My opinion is that if you don't care about internationalization then one-byte codes should be fine. This gives you 128 p...
- Mon Mar 07, 2011 12:07 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Munchausen Flash Cartridge progress
- Replies: 25
- Views: 10784
- Mon Mar 07, 2011 12:02 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Help with MMC1 Dev Cart
- Replies: 5
- Views: 3164
IIRC, that's SNROM->SUROM, right? Hehe. But here's pinout to Mask ROMS. Will need rewired. http://nesdev.com/NES%20ROM%20Pinouts.txt Thanks! I missed that link. None of the other documents specifically listed the 256KB chip. Looking at this there are a number of differences I will need to work arou...
- Mon Mar 07, 2011 9:25 am
- Forum: NES Hardware and Flash Equipment
- Topic: Help with MMC1 Dev Cart
- Replies: 5
- Views: 3164
Help with MMC1 Dev Cart
Let me first say that I know enough about EE to be dangerous :D Can someone who knows a thing or two about this tell me if my plan is sound? 1. Purchase an Ultima: Exodus cart from a local reseller (there are plenty, and this game bites). 2. Purchase 512K Flash ROMs from Digikey (and a ZIF socket). ...
- Sun Mar 06, 2011 7:25 pm
- Forum: NESdev
- Topic: Handy collision detection
- Replies: 23
- Views: 7907
Quote: I am using a JSR / RTS for the collision test. I wounder if in-lining this would help much. JSR/RTS inside a loop could add to alot of extra time. I tend to inline everything that is only done in a single place... Hell, I'll even duplicate a routine if using it inlined results in significant...
- Fri Mar 04, 2011 3:57 pm
- Forum: NESdev
- Topic: Map collision
- Replies: 8
- Views: 3090
Many older games (like the Ultima series) establish tile ranges, and every tile within a particular range has a different function. An example range map might look like this: $00 - $3f Collide, flat $40 - $5f Collide, Slope Down Left $60 - $7f Collide, Slope Down Right $80 - $8f Liquid surface $90 -...
- Fri Mar 04, 2011 10:50 am
- Forum: NESdev
- Topic: Handy collision detection
- Replies: 23
- Views: 7907
OK, I'm verging on thread-jacking at this point :D I'll turn the conversation more generic. Are you all using the entire sprite area as the bounding rectangle or are you using X and Y offsets with a width and height? I am doing the latter for more accurate collision detection, but it eats CPU time d...
- Fri Mar 04, 2011 7:16 am
- Forum: NESdev
- Topic: Handy collision detection
- Replies: 23
- Views: 7907
This has been a very timely discussion as I am implementing collision detection this week :D Here is my approach, but it is taking 42 scan lines for 8 enemies, 5 bullets and 1 player. I'd love some advice on how I can improve this. I am basically implementing the collision grouping idea of the OP bu...
- Thu Mar 03, 2011 3:20 pm
- Forum: NES Hardware and Flash Equipment
- Topic: NROM and CHR RAM
- Replies: 6
- Views: 2405
Hey, maybe you could use that to seed your PRNG :D Put seven different seed values as the first byte of your low seven banks, then on power up lda $8000 and use that as your seed. Seriously though, you should just be able to solder a wire from the Write Enable pin on the edge connector to the Write ...
- Thu Mar 03, 2011 6:40 am
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3719
- Wed Mar 02, 2011 10:18 am
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3719
- Wed Mar 02, 2011 8:46 am
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3719
So I guess it's not a fast cycle time I am really after. I just want to find the most cost-effective way of testing on real hardware. I could swing the Power Pak. Does anyone have experience with how the Power Pak's MMC1 compares to the MMC1 Dev Board that RetroZone offers? I would assume they are P...
- Wed Mar 02, 2011 8:43 am
- Forum: NES Hardware and Flash Equipment
- Topic: Munchausen Flash Cartridge progress
- Replies: 25
- Views: 10784
- Tue Mar 01, 2011 12:23 pm
- Forum: NES Hardware and Flash Equipment
- Topic: What's Your Fast-Cycle Development Setup?
- Replies: 10
- Views: 3719
What's Your Fast-Cycle Development Setup?
Hello! I'm finally sitting down to write that NES space shooter I've always wanted to make but am having some issues figuring out a cheap and effective way to test on real hardware. I am trying to keep my costs low so my CFO (read: Wife) doesn't fire (read: kill, mutilate and destroy) me. I have sea...
- Tue Mar 01, 2011 11:15 am
- Forum: NES Hardware and Flash Equipment
- Topic: This is NOT the official ROM Laboratory forum
- Replies: 9
- Views: 14081