Search found 433 matches
- Tue Nov 04, 2014 11:28 am
- Forum: SNESdev
- Topic: Sprite windowing not working - RESOLVED
- Replies: 9
- Views: 3706
Re: Sprite windowing not working - RESOLVED
Yeah, 212C-212F are a bit confusing, I had the wrong idea about them too until I actually rewrote part of the bsnes renderer. For 212C and 212D (TM and TS), 0 bits mean "masked/transparent" and 1 bits mean "visible". These registers have absolutely nothing to do with the windows-...
- Thu Sep 18, 2014 11:38 am
- Forum: SNESdev
- Topic: Id like to learn about the snes
- Replies: 35
- Views: 11370
Re: Id like to learn about the snes
The SNES is like the NES in that VRAM, CGRAM (palettes) and OAM (sprite list) are accessed via address port and data port registers. Difference 1: On the NES, VRAM and palette RAM are in the same "address space": you use the same address port and data port to write to both of them. On the ...
- Wed Feb 05, 2014 3:01 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 179994
Re: Why no SNES homebrew scene?
Try disassembling Romancing Sa-Ga's bank 02 (i.e. 02/8000 in SNES address space; ROM offset 0x010000) If that shit isn't compiled C code (complete with hilariously cycle-wasting malloc() and memcpy() library functions) I'll eat my hat.nocash wrote:On the SNES, about 99% of all games are looking like asm code.
- Wed Jan 22, 2014 10:59 pm
- Forum: SNESdev
- Topic: SPC-700 Test ROMs should be in SPC format: Rationale
- Replies: 16
- Views: 8401
Re: SPC-700 Test ROMs should be in SPC format: Rationale
According to that Sony datasheet, the SPC700 series have up to 4 external interrupt sources and 19 internal sources, with 15 vectors (so some of the sources must share vectors). The block diagram on page 13 (page 14 of the PDF) shows NMI, INT0, INT1 and INT2 pins going into the interrupt controller ...
- Wed Oct 03, 2012 3:04 am
- Forum: NESdev
- Topic: Various questions about the color palette and emulators
- Replies: 30
- Views: 36331
Re: Various questions about the color palette and emulators
I was the one who added those palette pseudo-ROMs to MAME some time ago, and yes, I copied them from Nintendulator because I couldn't find Kevtris's original data anywhere on the web at the time. I had no idea the Nintendulator PC10 palette had been hacked to add the extra greys, and I seem to have ...
- Wed Oct 03, 2012 2:59 am
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
The Dragon Warrior games use this technique extensively for the monster graphics. With the larger monsters in DW3 and DW4, the tile and sprite "layers" noticeably desynchronize when the monsters flash when taking damage.
- Thu Jul 19, 2012 11:19 pm
- Forum: General Stuff
- Topic: Final Fantasy VI: Get General Leo without hacking
- Replies: 7
- Views: 4507
Also on a FFVIA playthrough I somehow got Strago's battle sprite replaced with a Moogle, but he still had Strago's stats. That was really distracting. That's not a bug, that's what happens when you equip the Moogle Suit. Yeah, for some reason an otherwise unremarkable mid-game armor for Strago is t...
- Wed May 30, 2012 12:39 am
- Forum: General Stuff
- Topic: Weird Konami GX Bootleg
- Replies: 8
- Views: 4604
I'm pretty sure the music is simply because of how they handled audio - the entire M68000 that normally controls audio is entirely missing, and it seems they implemented their own hardware to listen for the audio cues and respond appropriately. Of course, this solution relies on shitty sample playb...
- Mon May 28, 2012 12:21 am
- Forum: General Stuff
- Topic: Weird Konami GX Bootleg
- Replies: 8
- Views: 4604
It's very, very common for bootleg arcade boards to substitute the original maker's sound hardware with a cheap ADPCM decoder (typically an OKI 6295 or something similar) playing loops recorded from the original board. Konami GX has rather beefy sound hardware--a Konami custom wavetable synthesizer ...
- Sun May 06, 2012 5:11 pm
- Forum: SNESdev
- Topic: LoROM vs HiROM
- Replies: 25
- Views: 18140
LoROM and HiROM don't actually exist. Although I don't have a better name for this, what you're implying is basically A22=0 vs 1. Of course I'll have better luck eliminating SMC than this terminology, I'm sure ;) There's a whole host of mapper types out there, and many cartridges will mirror the RO...
- Sun May 06, 2012 3:56 pm
- Forum: SNESdev
- Topic: DUAL ORB 2 + TransCorp Patch = black screen on testcart
- Replies: 15
- Views: 5593
Re: DUAL ORB 2 + TransCorp Patch = black screen on testcart
i burned a dual orb 2 rom with the transcorp patch (32mbit rom) i tried tsop and 4 eeprom but on my testcartridge all i get is a black screen. could there be a known problem to this game/patch combination for building an cartridge? or is it a mapping problem? i tried A20-23 for mad1 pin13 but no go...
- Sun May 06, 2012 2:13 am
- Forum: General Stuff
- Topic: Major Famicom Disk System security breach
- Replies: 17
- Views: 5261
- Sun May 06, 2012 1:58 am
- Forum: SNESdev
- Topic: LoROM vs HiROM
- Replies: 25
- Views: 18140
LoROM vs HiROM
LoROM advantages: - You have ROM, hardware registers, and (the first 8kB of) WRAM all in the same bank, so you need fewer 24-bit absolute addresses and 24-bit pointers, making your code marginally smaller and faster. - For the same reason, code originally written for the NES or another 6502-based pl...
- Sun Jan 16, 2011 12:01 pm
- Forum: Homebrew Projects
- Topic: A First Attempt: Nanaca Crash
- Replies: 13
- Views: 15366
I seem to remember 6 megabit games on TG16; 10, 12, 20, and 24 megabit games on Super NES; and 96 megabit games on Nintendo 64. (Is there a Super NES counterpart to BootGod's NesCartDB so that I can check for examples?) As I understand it, the area past the nominal end of ROM was mirrors of the las...
- Sun Dec 19, 2010 3:32 pm
- Forum: NESemdev
- Topic: Contra Emulation Question
- Replies: 6
- Views: 3020