Search found 952 matches

by qbradq
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...
by qbradq
Mon Mar 07, 2011 12:07 pm
Forum: NES Hardware and Flash Equipment
Topic: Munchausen Flash Cartridge progress
Replies: 25
Views: 10784

Any kind of time frame on this? I would really like to know before I drop $100 on an EEPROM programmer and an MMC1 dev board.

Thanks for all of your hard work!
by qbradq
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...
by qbradq
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). ...
by qbradq
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...
by qbradq
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 -...
by qbradq
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...
by qbradq
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...
by qbradq
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 ...
by qbradq
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

Thank you all for your input! The discussion has been very valuable to me. I've been given permission by the Wife to purchase a top-loader and a PowerPak soon, provided I get new glasses first :D

Thank again! Look for my alpha demo on the homebrew board soon!
by qbradq
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

$90 USD for a top-loader, $45 USD for a deck. Deck loaders drive me insane though :P
by qbradq
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...
by qbradq
Wed Mar 02, 2011 8:43 am
Forum: NES Hardware and Flash Equipment
Topic: Munchausen Flash Cartridge progress
Replies: 25
Views: 10784

What is the current status of this project? This sounds perfect for my budget and my development needs.

Can I get the schematics for the cart and USB->NES cable and code? More importantly, can anyone flash the boot loader for me? :D
by qbradq
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...
by qbradq
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

Holy cow, that site is like stepping back into 1994! Freakin' everything is an animated GIF, even the backgrounds!