Search found 433 matches

by AWJ
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-...
by AWJ
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 ...
by AWJ
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?

nocash wrote:On the SNES, about 99% of all games are looking like asm code.
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.
by AWJ
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 ...
by AWJ
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 ...
by AWJ
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.
by AWJ
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...
by AWJ
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...
by AWJ
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 ...
by AWJ
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...
by AWJ
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...
by AWJ
Sun May 06, 2012 2:13 am
Forum: General Stuff
Topic: Major Famicom Disk System security breach
Replies: 17
Views: 5261

This was before Sega vs Accolade , which ruled that required a small amount of trademarked code (such as the word "SEGA") necessary to get past a BIOS did not count as trademark infringement. More importantly, it was in a different country with a very different intellectual property regim...
by AWJ
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...
by AWJ
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...
by AWJ
Sun Dec 19, 2010 3:32 pm
Forum: NESemdev
Topic: Contra Emulation Question
Replies: 6
Views: 3020

It's almost certain that you have a CPU bug that is causing the tile decompression to fail. Have you tested Life Force? It also has compressed graphics and was made by Konami.